# class

name: Dragon Disciple
type: prestige
alignment: any
hit_die: d12
skill_points: 2
skill_points_ability: Int
spell_stat: None
proficiencies: Dragon disciples gain no proficiency with any weapon or armor.
spell_type: None
epic_feat_base_level: 10
epic_feat_interval: 4
req_race: Any nondragon (cannot already be a half-dragon)
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: Knowledge (arcana) 8 ranks
req_feat: None
req_spells: Ability to cast arcane spells without preparation
req_languages: Draconic
req_psionics: None
req_epic_feat: None
req_special: The player chooses a dragon variety when taking the first level in this prestige class
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PrestigeClasses
class_skills:
Concentration, Craft, Diplomacy, Escape Artist, Gather Information, Knowledge (all skills, taken individually) Listen, Profession, Search, Speak Language, Spellcraft, Spot

epic_feat_list:
 Armor Skin, Damage Reduction, Epic Prowess, Epic Skill Focus (Knowledge [arcana]), Epic Toughness, Extended Life Span, Flyby Attack, Great Charisma, Great Constitution, Great Strength, Hover, Improved Combat Casting, Improved Darkvision, Improved Spell Capacity, Improved Spell Resistance, Snatch, Spell Knowledge, Wingover

epic_full_text:
  <div topic='Epic Dragon Disciple' level='2'><p><h2>Epic Dragon Disciple</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d12.</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 2 + Int modifier.</p>
</div><div topic='Natural Armor' level='8'><p><b>Natural Armor:</b> At 13th level, and every 3 levels thereafter, the dragon disciple's natural armor bonus increases by +1 (to +5 at 13th, +6 at 16th, and so on).</p>
</div><div topic='Breath Weapon' level='8'><p><b>Breath Weapon:</b> At 13th level, and every 4 levels thereafter, the damage dealt by the epic dragon disciple's breath weapon increases by 2d8.</p>
</div><div topic='Bonus Feats' level='8'><p><b>Bonus Feats:</b> The epic dragon disciple gains a bonus feat (selected from the list of epic dragon disciple feats) every 4 levels after 10th.</p><p><i>Epic Dragon Disciple Bonus Feat List:</i> Armor Skin, Damage Reduction, Epic Prowess, Epic Skill Focus (Knowledge [arcana]), Epic Toughness, Extended Life Span, Flyby Attack, Great Charisma, Great Constitution, Great Strength, Hover, Improved Combat Casting, Improved Darkvision, Improved Spell Capacity, Improved Spell Resistance, Snatch, Spell Knowledge, Wingover.</p><p>Non-epic feat. Treat the dragon disciple's age category as one-half his class level for the purpose of the Hover feat.</p>
</div><div topic='Table: Epic Dragon Disciple' level='8'><p><b>Table: Epic Dragon Disciple</b></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Level</b><br/></td> <td><b>Special</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>11th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>12th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>13th<br/></td>
<td>Breath weapon (8d8), natural armor +5<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>14th<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>15th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>16th<br/></td>
<td>Natural armor +6<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>17th<br/></td>
<td>Breath weapon (10d8)<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>18th<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>19th<br/></td>
<td>Natural armor +7<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>20th<br/></td>
<td>-<br/></td>

</tr>
</table><p/>
</div>
</div>

full_text:
      <div topic='Dragon Disciple' level='2'><p><h2>Dragon Disciple</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d12.</p>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a dragon disciple, a character must fulfill all the following criteria.</p><div topic='Race' level='8'><p><b>Race:</b> Any nondragon (cannot already be a half-dragon).</p>
</div><div topic='Skills' level='8'><p><b>Skills:</b> Knowledge (arcana) 8 ranks.</p>
</div><div topic='Languages' level='8'><p><b>Languages:</b> Draconic.</p>
</div><div topic='Spellcasting' level='8'><p><b>Spellcasting:</b> Ability to cast arcane spells without preparation.</p>
</div><div topic='Special' level='8'><p><b>Special:</b> The player chooses a dragon variety when taking the first level in this prestige class.</p>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The dragon disciple's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all skills, taken individually) (Int) Listen (Wis), Profession (Wis), Search (Int), Speak Language (Int), Spellcraft (Int), and Spot (Wis).</p><div topic='Skill Points at Each Level' level='8'><p> <b>Skill Points at Each Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='8' curcol='2'>
<td colspan='7'><b>Table: The Dragon Disciple</b><br/></td> 
</tr>

<tr maxcol='8' curcol='8'>
<td><b>Level</b><br/></td>
<td><b>Base</b><br/>
<b>Attack</b><br/>
<b>Bonus</b><br/></td>
<td><b>Fort</b><br/>
<b>Save</b><br/></td> <td><b>Ref</b><br/>
<b>Save</b><br/></td> <td><b>Will</b><br/>
<b>Save</b><br/></td> <td><b>Special</b><br/></td>
<td><b>Bonus Spells</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>Natural armor increase (+1)<br/></td>
<td>1<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>Ability boost (Str +2), claws and bite<br/></td>
<td>1<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>3rd<br/></td>
<td>+2<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>Breath weapon (2d8)<br/></td>
<td>0<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>4th<br/></td>
<td>+3<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Ability boost (Str +2), natural armor increase (+2)<br/></td>
<td>1<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>5th<br/></td>
<td>+3<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Blindsense 30 ft.<br/></td>
<td>1<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>6th<br/></td>
<td>+4<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>Ability boost (Con +2)<br/></td>
<td>1<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>7th<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>Breath weapon (4d8), natural armor increase (+3)<br/></td>
<td>0<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>8th<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>Ability boost (Int +2)<br/></td>
<td>1<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>9th<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>Wings<br/></td>
<td>1<br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>10th<br/></td>
<td>+7<br/></td>
<td>+7<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>Blindsense 60 ft., dragon apotheosis<br/></td>
<td>0<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All of the following are Class Features of the dragon disciple prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Dragon disciples gain no proficiency with any weapon or armor.</p>
</div><div topic='Bonus Spells' level='8'><p><b>Bonus Spells:</b> Dragon disciples gain bonus spells as they gain levels in this prestige class, as if from having a high ability score, as given on Table: The Dragon Disciple. A bonus spell can be added to any level of spells the disciple already has the ability to cast.</p><p>If a character has more than one spellcasting class, he must decide to which class he adds each bonus spell as it is gained. Once a bonus spell has been applied, it cannot be shifted.</p>
</div><div topic='Natural Armor Increase' level='8'><p><b>Natural Armor Increase (Ex):</b> At 1st, 4th, and 7th level, a gains an increase to the character's existing natural armor (if any), as indicated on Table: The Dragon Disciple (the numbers represent the total increase gained to that point). As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect.</p>
</div><div topic='Claws and Bite' level='8'><p><b>Claws and Bite (Ex):</b> At 2nd level, a dragon disciple gains claw and bite attacks if he does not already have them. Use the values below or the disciple's base claw and bite damage values, whichever are greater.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>Size</b> <br/></td> <td><b>Bite Damage</b><br/></td>
<td><b>Claw Damage</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>Small<br/></td>
<td>1d4<br/></td>
<td>1d3<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>Medium<br/></td>
<td>1d6<br/></td>
<td>1d4<br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>Large<br/></td>
<td>1d8<br/></td>
<td>1d6<br/></td>

</tr>
</table><p/><p>A dragon disciple is considered proficient with these attacks. When making a full attack, a dragon disciple uses his full base attack bonus with his bite attack but takes a -5 penalty on claw attacks. The Multiattack feat reduces this penalty to only -2.</p>
</div><div topic='Ability Boost' level='8'><p><b>Ability Boost (Ex):</b> As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: The Dragon Disciple.</p><p>These increases stack and are gained as if through level advancement.</p>
</div><div topic='Breath Weapon' level='8'><p><b>Breath Weapon (Su):</b> At 3rd level, a dragon disciple gains a minor breath weapon. The type and shape depend on the dragon variety whose heritage he enjoys (see below). Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type.</p><p>At 7th level, the damage increases to 4d8, and when a disciple attains dragon apotheosis at 10th level it reaches its full power at 6d8. Regardless of its strength, the breath weapon can be used only once per day. Use all the rules for dragon breath weapons except as specified here.</p><p>The DC of the breath weapon is 10 + class level + Con modifier.</p><p>A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Dragon Variety*</b> <br/></td> <td><b>Breath Weapon</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Black<br/></td>
<td>Line of acid<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Blue<br/></td>
<td>Line of lightning<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Green<br/></td>
<td>Cone of corrosive gas (acid)<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Red<br/></td>
<td>Cone of fire<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>White<br/></td>
<td>Cone of cold<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Brass<br/></td>
<td>Line of fire<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Bronze<br/></td>
<td>Line of lightning<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Copper<br/></td>
<td>Line of acid<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Gold<br/></td>
<td>Cone of fire<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Silver<br/></td>
<td>Cone of cold<br/></td>

</tr>

<tr maxcol='3' curcol='2'>
<td colspan='2'>* Other varieties of dragon disciple are possible, using other dragon varieties as ancestors.<br/></td>

</tr>
</table><p/>
</div><div topic='Blindsense' level='8'><p><b>Blindsense (Ex):</b> At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.</p><p>Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.</p>
</div><div topic='Wings' level='8'><p><b>Wings (Ex):</b> At 9th level, a dragon disciple grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.</p>
</div><div topic='Dragon Apotheosis' level='8'><p><b>Dragon Apotheosis:</b> At 10th level, a dragon disciple takes on the half-dragon template. His breath weapon reaches full strength (as noted above), and he gains +4 to Strength and +2 to Charisma. His natural armor bonus increases to +4, and he acquires low-light vision, 60-foot darkvision, immunity to <i>sleep</i> and paralysis effects, and immunity to the energy type used by his breath weapon (see above).</p><p/>
</div>
</div>
</div>
    


name: Duelist
type: prestige
alignment: any
hit_die: d10
class_skills: Balance, Bluff, Escape Artist, Jump, Listen, Perform, Sense Motive, Spot, Tumble
skill_points: 4
skill_points_ability: Int
spell_stat: None
proficiencies: The duelist is proficient with all simple and martial weapons, but no type of armor or shield.
spell_type: None
epic_feat_base_level: 10
epic_feat_interval: 3
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: +6
req_skill: Perform 3 ranks, Tumble 5 ranks
req_feat: Dodge, Mobility, Weapon Finesse
req_spells: None
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PrestigeClasses
epic_feat_list:
 Blinding Speed, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Weapon Focus (rapier), Exceptional Deflection*, Improved Combat Reflexes, Improved Whirlwind Attack, Infinite Deflection*, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend

epic_full_text:
  <div topic='Epic Duelist' level='2'><p><h2>Epic Duelist</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d10</p>
</div><div topic='Skill Points at Each Additional Level' level='5'><p><h5><b>Skill Points at Each Additional Level</b>: 4 + Int modifier</h5></p><div topic='Precise Strike' level='8'><p><b>Precise Strike:</b> Every five levels above 10th, the extra damage inflicted by the epic duelist's precise strike increases by +1d6.</p>
</div><div topic='Bonus Feats' level='8'><p><b>Bonus Feats:</b> The epic duelist gains a bonus feat (selected from the list of epic duelist feats) every 3 levels after 10th.</p><p><i>Epic Duelist Bonus Feat List:</i> Blinding Speed, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Weapon Focus (rapier), Exceptional Deflection*, Improved Combat Reflexes, Improved Whirlwind Attack, Infinite Deflection*, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend.</p><p>*The epic duelist need not have Improved Unarmed Strike to qualify for these feats, but in that case must be using a light or one-handed piercing weapon.</p>
</div><div topic='Table: Epic Duelist' level='8'><p><b>Table: Epic Duelist</b></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Level</b><br/></td>
<td><b>Special</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>11th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>12th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>13th<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>14th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>15th<br/></td>
<td>Precise strike +3d6<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>16th<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>17th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>18th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>19th<br/></td>
<td>Bonus feat<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>20th<br/></td>
<td>Precise strike +4d6<br/></td>

</tr>
</table><p/><p/>
</div>
</div>
</div>

full_text:
      <div topic='Duelist' level='2'><p><h2>Duelist</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d10.</p>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a duelist, a character must fulfill all the following criteria.</p><div topic='Base Attack Bonus' level='8'><p><b>Base Attack Bonus:</b> +6.</p>
</div><div topic='Skills' level='8'><p> <b>Skills:</b> Perform 3 ranks, Tumble 5 ranks.</p>
</div><div topic='Feats' level='8'><p><b>Feats:</b> Dodge, Mobility, Weapon Finesse.</p>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The duelist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).</p><div topic='Skill Points at Each Level' level='8'><p> <b>Skill Points at Each Level:</b> 4 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='7' curcol='2'>
<td colspan='6'><b>Table: The Duelist</b><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td><b>Level</b><br/></td>
<td><b>Base</b><br/>
<b>Attack</b><br/>
<b>Bonus</b><br/></td>
<td><b>Fort</b><br/>
<b>Save</b><br/></td> <td><b>Ref</b><br/>
<b>Save</b><br/></td> <td><b>Will</b><br/>
<b>Save</b><br/></td> <td><b>Special</b><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>1st<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>Canny defense<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>2nd<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>+0<br/></td>
<td>Improved reaction +2<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>3rd<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>Enhanced mobility<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>4th<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>Grace<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>5th<br/></td>
<td>+5<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>Precise strike +1d6<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>6th<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>Acrobatic charge<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>7th<br/></td>
<td>+7<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>Elaborate parry<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>8th<br/></td>
<td>+8<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td>Improved reaction +4<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>9th<br/></td>
<td>+9<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td>Deflect Arrows<br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>10th<br/></td>
<td>+10<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>+3<br/></td>
<td>Precise strike +2d6<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> The duelist is proficient with all simple and martial weapons, but no type of armor or shield.</p>
</div><div topic='Canny Defense' level='8'><p><b>Canny Defense (Ex):</b> When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.</p>
</div><div topic='Improved Reaction' level='8'><p><b>Improved Reaction (Ex):</b> At 2nd level, a duelist gains a +2 bonus on initiative checks.</p><p>At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.</p>
</div><div topic='Enhanced Mobility' level='8'><p><b>Enhanced Mobility (Ex):</b> When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.</p>
</div><div topic='Grace' level='8'><p><b>Grace (Ex):</b> At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.</p>
</div><div topic='Precise Strike' level='8'><p><b>Precise Strike (Ex):</b> At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.</p><p>When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.</p>
</div><div topic='Acrobatic Charge' level='8'><p><b>Acrobatic Charge (Ex):</b> At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.</p>
</div><div topic='Elaborate Parry' level='8'><p><b>Elaborate Parry (Ex):</b> At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.</p><p>Deflect Arrows: At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.</p><p/>
</div>
</div>
</div>
    


name: Dwarven Defender
type: prestige
alignment: lawful good, lawful neutral, lawful evil
hit_die: d12
class_skills: Craft, Listen, Sense Motive, Spot
skill_points: 2
skill_points_ability: Int
spell_stat: None
spell_type: None
epic_feat_base_level: 10
epic_feat_interval: 5
req_race: Dwarf
req_weapon_proficiency: None
req_base_attack_bonus: +7
req_skill: None
req_feat: Dodge, Endurance, Toughness
req_spells: None
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PrestigeClasses
proficiencies:
A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.

epic_feat_list:
 Armor Skin, Bulwark of Defense, Damage Reduction, Devastating Critical, Energy Resistance, Epic Endurance, Epic Prowess, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Reflexes, Improved Darkvision, Instant Reload, Mobile Defense, Overwhelming Critical, Perfect Health, Spellcasting Harrier

epic_full_text:
  <div topic='Epic Dwarven Defender' level='2'><p><h2>Epic Dwarven Defender</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d12.</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 2 + Int modifier.</p>
</div><div topic='Defensive Stance' level='8'><p><b>Defensive Stance:</b> The epic dwarven defender gains one additional defensive stance per day every two levels above 9th.</p>
</div><div topic='Defensive Awareness' level='8'><p><b>Defensive Awareness:</b> The dwarven defender's defensive awareness bonus on saves against traps doesn't increase after 10th level.</p>
</div><div topic='Damage Reduction' level='8'><p><b>Damage Reduction:</b> The epic dwarven defender's damage reduction increases by 3 points every four levels above 10th.</p>
</div><div topic='Trap Sense' level='8'><p><b>Trap Sense (Ex):</b> The epic dwarven defender's bonus increases by +1 every four levels higher than 8th.</p>
</div><div topic='Bonus Feats' level='8'><p><b>Bonus Feats:</b> The epic dwarven defender gains a bonus feat (selected from the list of epic dwarven defender feats) every five levels after 10th.</p><p><i>Epic Dwarven Defender Bonus Feat List:</i> Armor Skin, Bulwark of Defense, Damage Reduction, Devastating Critical, Energy Resistance, Epic Endurance, Epic Prowess, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Reflexes, Improved Darkvision, Instant Reload, Mobile Defense, Overwhelming Critical, Perfect Health, Spellcasting Harrier.</p>
</div><div topic='Table: The Epic Dwarven Defender' level='8'><p><b>Table: The Epic Dwarven Defender</b> </p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Level</b><br/></td>
<td><b>Special</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>11th<br/></td>
<td>Defensive stance 6/day<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>12th<br/></td>
<td>Trap sense +3<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>13th<br/></td>
<td>Defensive stance 7/day<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>14th<br/></td>
<td>Damage reduction 9/-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>15th<br/></td>
<td>Bonus feat, defensive stance 8/day<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>16th<br/></td>
<td>Trap sense +4<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>17th<br/></td>
<td>Defensive stance 9/day<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>18th<br/></td>
<td>Damage reduction 12/-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>19th<br/></td>
<td>Defensive stance 10/day<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>20th<br/></td>
<td>Bonus feat, trap sense +5<br/></td>

</tr>
</table><p/>
</div>
</div>

full_text:
      <div topic='Dwarven Defender' level='2'><p><h2>Dwarven Defender</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d12.</p>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a defender, a character must fulfill all the following criteria.</p><div topic='Race' level='8'><p><b>Race:</b> Dwarf.</p>
</div><div topic='Alignment' level='8'><p><b>Alignment:</b> Any lawful.</p>
</div><div topic='Base Attack Bonus' level='8'><p><b>Base Attack Bonus:</b> +7.</p>
</div><div topic='Feats' level='8'><p><b>Feats:</b> Dodge, Endurance, Toughness.</p>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The defender's class skills (and the key ability for each skill) are Craft (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).</p><div topic='Skill Points at Each Level' level='8'><p> <b>Skill Points at Each Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='8' curcol='2'>
<td colspan='7'><b>Table: The Dwarven Defender</b><br/></td> 
</tr>

<tr maxcol='8' curcol='8'>
<td><b>Level</b><br/></td>
<td><b>Base</b><br/>
<b>Attack</b><br/>
<b>Bonus</b><br/></td>
<td><b>Fort</b><br/>
<b>Save</b><br/></td> <td><b>Ref</b><br/>
<b>Save</b><br/></td> <td><b>Will</b><br/>
<b>Save</b><br/></td> <td><b>AC Bonus</b><br/></td>
<td><b>Special</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>1st<br/></td>
<td>+1<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>Defensive stance 1/day<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>2nd<br/></td>
<td>+2<br/></td>
<td>+3<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>Uncanny dodge<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>3rd<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>Defensive stance 2/day<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>4th<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>Trap sense +1<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>5th<br/></td>
<td>+5<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>Defensive stance 3/day<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>6th<br/></td>
<td>+6<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>Damage reduction 3/-, improved uncanny dodge<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>7th<br/></td>
<td>+7<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+3<br/></td>
<td>Defensive stance 4/day<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>8th<br/></td>
<td>+8<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td>Mobile defense, trap sense +2<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>9th<br/></td>
<td>+9<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td>Defensive stance 5/day<br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>10th<br/></td>
<td>+10<br/></td>
<td>+7<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>+4<br/></td>
<td>Damage reduction 6/-<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All of the following are Class Features of the dwarven defender prestige class.</p><div topic='AC Bonus' level='8'><p><b>AC Bonus (Ex):</b> The dwarven defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.</p>
</div><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.</p>
</div><div topic='Defensive Stance' level='8'><p><b>Defensive Stance:</b>  When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.</p>
</div><div topic='Uncanny Dodge' level='8'><p><b>Uncanny Dodge (Ex):</b> Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)</p><p>If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).</p>
</div><div topic='Trap Sense' level='8'><p><b>Trap Sense (Ex):</b> At 4th level, a dwarven defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.</p>
</div><div topic='Damage Reduction' level='8'><p><b>Damage Reduction (Ex):</b> At 6th level, a dwarven defender gains damage reduction. Subtract 3 points from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6/-. Damage reduction can reduce damage to 0 but not below 0.</p>
</div><div topic='Improved Uncanny Dodge' level='8'><p><b>Improved Uncanny Dodge (Ex):</b> At 6th level, a dwarven defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender.</p><p>The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him).</p><p>If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.</p>
</div><div topic='Mobile Defense' level='8'><p><b>Mobile Defense (Ex):</b> At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.</p><p/>
</div>
</div>
</div>
    


name: Eldritch Knight
type: prestige
alignment: any
hit_die: d6
skill_points: 2
skill_points_ability: Int
spell_stat: None
proficiencies: Eldritch knights gain no proficiency with any weapon or armor.
spell_type: Arcane
epic_feat_base_level: 10
epic_feat_interval: 4
req_race: None
req_weapon_proficiency: Must be proficient with all martial weapons
req_base_attack_bonus: None
req_skill: None
req_feat: None
req_spells: Able to cast 3rd-level arcane spells
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PrestigeClasses
class_skills:
Concentration, Craft, Decipher Script, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Ride, Sense Motive, Spellcraft, Swim

epic_feat_list:
 Armor Skin, Automatic Still Spell, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Enhance Spell, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Epic Weapon Focus, Ignore Material Components, Improved Combat Casting, Improved Combat Reflexes, Improved Manyshot, Improved Spell Capacity, Improved Whirlwind Attack, Instant Reload, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Permanent Emanation, Spell Knowledge, Spell Opportunity, Spell Stowaway, Spellcasting Harrier, Spontaneous Spell, Storm of Throws, Superior Initiative, Swarm of Arrows, Tenacious Magic, Two-Weapon Rend, Uncanny Accuracy

epic_full_text:
  <div topic='Epic Eldritch Knight' level='2'><p><h2>Epic Eldritch Knight</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d6</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 2 + Int modifier</p>
</div><div topic='Spells' level='8'><p><b>Spells:</b> The epic eldritch knight's caster level increases by 1 per level gained above 10th. The epic eldritch knight continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the arcane spellcasting class to which the eldritch knight belonged before adding the prestige class.</p>
</div><div topic='Bonus Feats' level='8'><p><b>Bonus Feats:</b> The epic eldritch knight gains a bonus feat (selected from the list of epic eldritch knight feats) every 4 levels after 10th.</p><p><i>Epic Eldritch Knight Bonus Feat List:</i> Armor Skin, Automatic Still Spell, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Enhance Spell, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Epic Weapon Focus, Ignore Material Components, Improved Combat Casting, Improved Combat Reflexes, Improved Manyshot, Improved Spell Capacity, Improved Whirlwind Attack, Instant Reload, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Permanent Emanation, Spell Knowledge, Spell Opportunity, Spell Stowaway, Spellcasting Harrier, Spontaneous Spell, Storm of Throws, Superior Initiative, Swarm of Arrows, Tenacious Magic, Two-Weapon Rend, Uncanny Accuracy.</p>
</div><div topic='Table: Epic Eldritch Knight' level='8'><p><b>Table: Epic Eldritch Knight</b></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Level</b> <br/></td> <td><b>Special</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>11th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>12th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>13th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>14th<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>15th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>16th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>17th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>18th<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>19th<br/></td>
<td>-<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>20th<br/></td>
<td>-<br/></td>

</tr>
</table><p/>
</div>
</div>

full_text:
      <div topic='Eldritch Knight' level='2'><p><h2>Eldritch Knight</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d6.</p>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become an eldritch knight, a character must fulfill all the following criteria.</p><div topic='Weapon Proficiency' level='8'><p><b>Weapon Proficiency:</b> Must be proficient with all martial weapons.</p>
</div><div topic='Spells' level='8'><p><b>Spells:</b> Able to cast 3rd-level arcane spells.</p>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The eldritch knight's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).</p><div topic='Skill Points at Each Level' level='8'><p> <b>Skill Points at Each Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='7' curcol='2'>
<td colspan='6'><b>Table: The Eldritch Knight</b><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td><b>Level</b><br/></td>
<td><b>Base</b><br/>
<b>Attack</b><br/>
<b>Bonus</b><br/></td>
<td><b>Fort</b><br/>
<b>Save</b><br/></td> <td><b>Ref</b><br/>
<b>Save</b><br/></td> <td><b>Will</b><br/>
<b>Save</b><br/></td> <td><b>Special</b><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>1st<br/></td>
<td>+1<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>2nd<br/></td>
<td>+2<br/></td>
<td>+3<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+1 level of existing arcane spellcasting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>3rd<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+1 level of existing arcane spellcasting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>4th<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+1 level of existing arcane spellcasting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>5th<br/></td>
<td>+5<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+1 level of existing arcane spellcasting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>6th<br/></td>
<td>+6<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+1 level of existing arcane spellcasting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>7th<br/></td>
<td>+7<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+1 level of existing arcane spellcasting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>8th<br/></td>
<td>+8<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+1 level of existing arcane spellcasting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>9th<br/></td>
<td>+9<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+1 level of existing arcane spellcasting class<br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>10th<br/></td>
<td>+10<br/></td>
<td>+7<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+1 level of existing arcane spellcasting class<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All of the following are features of the eldritch knight prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Eldritch knights gain no proficiency with any weapon or armor.</p>
</div><div topic='Bonus Feat' level='8'><p><b>Bonus Feat:</b> At 1st level, an eldritch knight may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.</p>
</div><div topic='Spells Per Day' level='8'><p><b>Spells per Day:</b> From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.</p><p>If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds each level of eldritch knight for the purpose of determining spells per day.</p><p/>
</div>
</div>
</div>
    


name: Hierophant
type: prestige
alignment: any
hit_die: d8
skill_points: 2
skill_points_ability: Int
spell_stat: None
proficiencies: Hierophants gain no proficiency with any weapon or armor.
spell_type: None
epic_feat_base_level: None
epic_feat_interval: None
epic_feat_list: None
epic_full_text: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: Knowledge (religion) 15 ranks
req_feat: Any metamagic feat
req_spells: Able to cast 7th-level divine spells
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PrestigeClasses
class_skills:
Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (religion), Profession, Spellcraft

full_text:
      <div topic='Hierophant' level='2'><p><h2>Hierophant</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d8.</p>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a hierophant, a character must fulfill all the following criteria.</p><div topic='Skills' level='8'><p><b>Skills:</b> Knowledge (religion) 15 ranks.</p>
</div><div topic='Feats' level='8'><p><b>Feats:</b> Any metamagic feat.</p>
</div><div topic='Spells' level='8'><p><b>Spells:</b> Able to cast 7th-level divine spells.</p>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The hierophant's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).</p><div topic='Skill Points at Each Level' level='8'><p> <b>Skill Points at Each Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='7' curcol='2'>
<td colspan='6'><b>Table: The Hierophant</b><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td><b>Level</b> <br/></td>
<td><b>Base</b><br/>
<b>Attack</b><br/>
<b>Bonus</b><br/></td>
<td><b>Fort</b><br/>
<b>Save</b><br/></td> <td><b>Ref</b><br/>
<b>Save</b><br/></td> <td><b>Will</b><br/>
<b>Save</b><br/></td> <td><b>Special</b><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>Special ability<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>Special ability<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>3rd<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>Special ability<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>4th<br/></td>
<td>+2<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Special ability<br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>5th<br/></td>
<td>+2<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Special ability<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are Class Features of the hierophant prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Hierophants gain no proficiency with any weapon or armor.</p>
</div><div topic='Spells and Caster Level' level='8'><p><b>Spells and Caster Level:</b> Levels in the hierophant prestige class, even though they do not advance spell progression in the character's base class, still stack with the character's base spellcasting levels to determine caster level.</p>
</div><div topic='Special Ability' level='8'><p><b>Special Ability:</b> Every level, a hierophant gains a special ability of his choice from among the following.</p><p><i>Blast Infidel (Su):</i> A hierophant can use negative energy spells to their maximum effect on creatures with an alignment opposed to the hierophant. (See the table below for a list of which alignments are opposed to each alignment.) Any spell with a description that involves inflicting or channeling negative energy cast on a creature of the opposed alignment works as if under the effect of a Maximize Spell feat (without using a higher-level spell slot). Undead affected by this ability heal the maximized amount of damage.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Hierophant Alignment</b> <br/></td>
<td><b>Opposed Alignment</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Lawful good<br/></td>
<td>Chaotic evil<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Neutral good<br/></td>
<td>Neutral evil<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Chaotic good<br/></td>
<td>Lawful evil<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Lawful neutral<br/></td>
<td>Chaotic neutral<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Neutral<br/></td>
<td>Lawful good, chaotic good, lawful evil, chaotic evil*<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Chaotic neutral<br/></td>
<td>Lawful neutral<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Lawful evil<br/></td>
<td>Chaotic good<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Neutral evil<br/></td>
<td>Neutral good<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Chaotic evil<br/></td>
<td>Lawful good<br/></td>

</tr>

<tr maxcol='3' curcol='2'>
<td colspan='2'>* A neutral hierophant chooses one of these alignments to be the one that he opposes, for the purposes of this special ability.<br/></td>

</tr>
</table><p/><p><i>Divine Reach (Su):</i> A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead. Divine reach can be selected a second time as a special ability, in which case the range increases to 60 feet.</p><p><i>Faith Healing (Su):</i> A hierophant can use healing spells to their maximum effect on creatures of the same alignment as the hierophant (including the hierophant himself ). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot).</p><p><i>Gift of the Divine (Su):</i> Available only to hierophants with cleric levels, this ability allows a hierophant to transfer one or more uses of his turn undead ability to a willing creature. (Hierophants who rebuke undead transfer uses of rebuke undead instead.) The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the number of turning attempts per day allowed to the hierophant is reduced by the number transferred. The recipient turns undead as a cleric of the hierophant's cleric level but uses her own Charisma modifier.</p><p><i>Mastery of Energy (Su):</i> Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant's turning checks and turning damage rolls. This ability only affects undead, even if the hierophant can turn other creatures, such as with a granted power of a domain.</p><p><i>Metamagic Feat:</i> A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired.</p><p><i>Power of Nature (Su):</i> Available only to hierophants with druid levels, this ability allows a hierophant to temporarily transfer one or more of his druid Class Features to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the hierophant cannot use the transferred power. He can transfer any of his druid powers except spellcasting and the ability to have an animal companion.</p><p>The druid's wild shape ability can be partially or completely transferred. The heirophant choses how many uses of wild shape per day to give to transfer and retains the rest of the uses for himself. If the hierophant can assume the form of Tiny or Huge animals, the recipient can as well.</p><p>As with the <i>imbue with spell ability</i> spell, the hierophant remains responsible to his deity for any use to which the recipient puts the transferred abilities.</p><p><i>Spell Power:</i> This special ability increases a hierophant's effective caster level by 1 for purposes of determining level-dependent spell variables and for caster level checks. This ability can be selected more than once, and changes to effective caster level are cumulative.</p><p><i>Spell-Like Ability:</i> A hierophant who selects this special ability can use one of his divine spell slots to permanently prepare one of his divine spells as a spell-like ability that can be used twice per day. The hierophant does not use any components when casting the spell, although a spell that costs XP to cast still does so, and a spell with a costly material component instead costs him 10 times that amount in XP.</p><p>The spell normally uses a spell slot of the spell's level (or higher, if the hierophant chooses to permanently attach a metamagic feat to the spell chosen). The hierophant can use an available higher-level spell slot to use the spell-like ability more than once per day. Allocating a slot three levels higher allows him to cast the spell four times per day, and a slot six levels higher lets him cast it six times per day. If selected more than one time as a special ability, this ability can apply to the same spell (increasing the number of times per day it can be used) or to a different spell.</p><p/>
</div>
</div>
</div>
    


name: Horizon Walker
type: prestige
alignment: any
hit_die: d8
skill_points: 4
skill_points_ability: Int
spell_stat: None
proficiencies: Horizon walkers gain no proficiency with any weapon or armor.
spell_type: None
epic_feat_base_level: 10
epic_feat_interval: 4
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: Knowledge (geography) 8 ranks
req_feat: Endurance
req_spells: None
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PrestigeClasses
class_skills:
Balance, Climb, Diplomacy, Handle Animal, Hide, Knowledge (geography), Listen, Move Silently, Profession, Ride, Speak Language (none), Spot, Survival

epic_feat_list:
 Armor Skin, Blinding Speed, Energy Resistance, Epic Endurance, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Toughness, Extended Life Span, Legendary Climber, Perfect Health, Polyglot

epic_full_text:
  <div topic='Epic Horizon Walker' level='2'><p><h2>Epic Horizon Walker</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d8</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 4 + Int modifier</p>
</div><div topic='Improved Terrain Mastery' level='8'><p><b>Improved Terrain Mastery:</b> The epic horizon walker may select one of the terrains already in her terrain mastery repertoire. The insight bonus on attack and damage rolls against creatures of that terrain increases by +1. The maximum insight bonus for any one terrain is equal to the epic horizon walker's class level divided by 10, rounded up.</p>
</div><div topic='Bonus Feats' level='8'><p><b>Bonus Feats:</b> The epic horizon walker gains a bonus feat (selected from the list of epic horizon walker feats) every 4 levels after 10th.</p>
</div><div topic='Epic Horizon Walker Bonus Feat List' level='5'><p><b>Epic Horizon Walker Bonus Feat List</b>: Armor Skin, Blinding Speed, Energy Resistance, Epic Endurance, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Toughness, Extended Life Span, Legendary Climber, Perfect Health, Polyglot.</p><div topic='Table: Epic Horizon Walker' level='8'><p><b>Table: Epic Horizon Walker</b></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Level</b><br/></td> <td><b>Special</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>11th<br/></td>
<td>Improved Terrain Mastery<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>12th<br/></td>
<td>Improved Terrain Mastery<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>13th<br/></td>
<td>Improved Terrain Mastery<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>14th<br/></td>
<td>Bonus feat, improved Terrain Mastery<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>15th<br/></td>
<td>Improved Terrain Mastery<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>16th<br/></td>
<td>Improved Terrain Mastery<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>17th<br/></td>
<td>Improved Terrain Mastery<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>18th<br/></td>
<td>Bonus feat, improved Terrain Mastery<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>19th<br/></td>
<td>Improved Terrain Mastery<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>20th<br/></td>
<td>Improved Terrain Mastery<br/></td>

</tr>
</table><p/>
</div>
</div>
</div>

full_text:
      <div topic='Horizon Walker' level='2'><p><h2>Horizon Walker</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d8.</p>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a horizon walker, a character must fulfill all the following criteria.</p><div topic='Skills' level='8'><p><b>Skills:</b> Knowledge (geography) 8 ranks.</p>
</div><div topic='Feats' level='8'><p><b>Feats:</b> Endurance.</p>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The horizon walker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis).</p><div topic='Skill Points at Each Level' level='8'><p> <b>Skill Points at Each Level:</b> 4 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='7' curcol='2'>
<td colspan='6'><b>Table: The Horizon Walker</b><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td><b>Level</b><br/></td>
<td><b>Base</b><br/>
<b>Attack</b><br/>
<b>Bonus</b><br/></td>
<td><b>Fort</b><br/>
<b>Save</b><br/></td> <td><b>Ref</b><br/>
<b>Save</b><br/></td> <td><b>Will</b><br/>
<b>Save</b><br/></td> <td><b>Special</b><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>1st<br/></td>
<td>+1<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>Terrain mastery<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>2nd<br/></td>
<td>+2<br/></td>
<td>+3<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>Terrain mastery<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>3rd<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>Terrain mastery<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>4th<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>Terrain mastery<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>5th<br/></td>
<td>+5<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>Terrain mastery<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>6th<br/></td>
<td>+6<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>Planar terrain mastery<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>7th<br/></td>
<td>+7<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>Planar terrain mastery<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>8th<br/></td>
<td>+8<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>Planar terrain mastery<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>9th<br/></td>
<td>+9<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>Planar terrain mastery<br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>10th<br/></td>
<td>+10<br/></td>
<td>+7<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>Planar terrain mastery<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All of the following are features of the horizon walker prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Horizon walkers gain no proficiency with any weapon or armor.</p>
</div><div topic='Terrain Mastery' level='8'><p><b>Terrain Mastery:</b> At each level, the Horizon Walker adds a new terrain environment to their repertoire from those given below. Terrain mastery gives a horizon walker a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A horizon walker also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions. The horizon walker only gains the bonus if the creature description specifically lists the terrain type.</p><p>Horizon walkers take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they're actually in the relevant terrain or not.</p>
</div><div topic='Planar Terrain Mastery' level='8'><p><b>Planar Terrain Mastery:</b> Planar terrain mastery functions just like terrain mastery, except that the horizon walker can choose one of the planar categories at each level. The horizon walker can take a non-planar terrain type instead, if she wishes.</p><p/>
</div>
</div><div topic='Terrain Mastery Benefits' level='5'><p><h5><b>Terrain Mastery Benefits</b></h5></p><div topic='Aquatic' level='8'><p><b>Aquatic:</b> You gain a +4 competence bonus on Swim checks, or a +10-foot bonus to your swim speed if you have one. You gain a +1 insight bonus on attack and damage rolls against aquatic creatures.</p>
</div><div topic='Desert' level='8'><p><b>Desert:</b> You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.</p>
</div><div topic='Forest' level='8'><p><b>Forest:</b> You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.</p>
</div><div topic='Hills' level='8'><p><b>Hills:</b> You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.</p>
</div><div topic='Marsh' level='8'><p><b>Marsh:</b> You have a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures.</p>
</div><div topic='Mountains' level='8'><p><b>Mountains:</b> You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.</p>
</div>
</div><div topic='Plains' level='5'><p><b>Plains</b>: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.</p><div topic='Underground' level='8'><p><b>Underground:</b> You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.</p>
</div><div topic='Fiery' level='8'><p><b>Fiery (Planar):</b> This kind of planar terrain mastery provides you with fire resistance 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the fire subtype.</p>
</div><div topic='Weightless' level='8'><p><b>Weightless (Planar):</b> You gain a +30-foot bonus to your fly speed on planes with no gravity or subjective gravity. You gain a +1 insight on attack and damage rolls against creatures native to the Astral Plane, the Elemental Plane of Air, and the Ethereal Plane.</p>
</div><div topic='Cold' level='8'><p><b>Cold (Planar):</b> This kind of planar terrain mastery provides you with cold resistance 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the cold subtype.</p>
</div><div topic='Shifting' level='8'><p><b>Shifting (Planar):</b> You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use <i>dimension door</i> (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.</p>
</div><div topic='Aligned' level='8'><p><b>Aligned (Planar):</b> You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite alignment don't affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related Class Features you have are unaffected.</p>
</div><div topic='Cavernous' level='8'><p><b>Cavernous (Planar):</b> You gain tremorsense with a 30-foot range.</p>
</div><div topic='Other' level='8'><p><b>Other (Planar):</b> If other planes are in use additional Planar Terrains can be created.</p><p/>
</div>
</div>
</div>
    


name: Loremaster
type: prestige
alignment: any
hit_die: d4
skill_points: 4
skill_points_ability: Int
spell_stat: None
proficiencies: Loremasters gain no proficiency with any weapon or armor.
spell_type: Arcane, Divine
epic_feat_base_level: 10
epic_feat_interval: 3
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: Knowledge (any two) 10 ranks in each
req_spells: Able to cast seven different divination spells, one of which must be 3rd level or higher
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PrestigeClasses
class_skills:
Appraise, Concentration, Craft (alchemy), Decipher Script, Gather Information, Handle Animals, Heal, Knowledge (all skills taken individually), Perform, Profession, Speak Language, Spellcraft, Use Magic Device

epic_feat_list:
 Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Polyglot, Scribe Epic Scroll, Spell Knowledge, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the loremaster can select a loremaster secret instead of a bonus feat

epic_full_text:
  <div topic='Epic Loremaster' level='2'><p><h2>Epic Loremaster</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d4.</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 4 + Int modifier.</p>
</div><div topic='Spells' level='8'><p><b>Spells:</b> The epic loremaster's caster level increases by 1 per level gained above 10th. The epic loremaster continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the spellcasting class to which the loremaster belonged before adding the prestige class.</p>
</div><div topic='Secret' level='8'><p><b>Secret:</b> The loremaster doesn't gain additional secrets after 10th level, because there is a limit to the number of secrets that can be gained, but the character can choose a lore-master secret instead of a bonus feat. Remember that a character can't select the same secret twice.</p>
</div><div topic='Lore' level='8'><p><b>Lore:</b> Add the loremaster's class level + Intelligence modifier to all lore checks, as normal.</p>
</div><div topic='Bonus Feats' level='8'><p><b>Bonus Feats:</b> The epic loremaster gains a bonus feat (selected from the list of epic loremaster feats) every three levels after 10th.</p><p><i>Epic Loremaster Bonus Feat List:</i> Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Polyglot, Scribe Epic Scroll, Spell Knowledge, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the loremaster can select a loremaster secret instead of a bonus feat.</p>
</div><div topic='Table: The Epic Loremaster' level='8'><p><b>Table: The Epic Loremaster</b> </p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Level</b><br/></td> <td><b>Special</b> <br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>11th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>12th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>13th<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>14th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>15th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>16th<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>17th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>18th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>19th<br/></td>
<td>Bonus feat<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>20th<br/></td>
<td>-<br/></td>

</tr>
</table><p/>
</div>
</div>

req_feat:
Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill])

full_text:
      <div topic='Loremaster' level='2'><p><h2>Loremaster</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d4.</p>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a loremaster, a character must fulfill all the following criteria.</p><div topic='Skills' level='8'><p><b>Skills:</b> Knowledge (any two) 10 ranks in each.</p>
</div><div topic='Feats' level='8'><p><b>Feats:</b> Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).</p>
</div><div topic='Spells' level='8'><p><b>Spells:</b> Able to cast seven different divination spells, one of which must be 3rd level or higher.</p>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The loremaster's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Handle Animals (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language, Spellcraft (Int), and Use Magic Device (Cha).</p><div topic='Skill Points at Each Level' level='8'><p><b>Skill Points at Each Level:</b> 4 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='8' curcol='2'>
<td colspan='7'><b>Table: The Loremaster</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td><b>Level</b><br/></td>
<td><b>Base</b><br/>
<b>Attack</b><br/>
<b>Bonus</b><br/></td>
<td><b>Fort</b><br/>
<b>Save</b><br/></td> <td><b>Ref</b><br/>
<b>Save</b><br/></td> <td><b>Will</b><br/>
<b>Save</b><br/></td> <td><b>Special</b><br/></td>
<td><b>Spells per Day</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>Secret<br/></td>
<td>+1 level of existing class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>Lore<br/></td>
<td>+1 level of existing class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>3rd<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>Secret<br/></td>
<td>+1 level of existing class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>4th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Bonus language<br/></td>
<td>+1 level of existing class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>5th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Secret<br/></td>
<td>+1 level of existing class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>6th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>Greater lore<br/></td>
<td>+1 level of existing class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>7th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>Secret<br/></td>
<td>+1 level of existing class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>8th<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>Bonus language<br/></td>
<td>+1 level of existing class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>9th<br/></td>
<td>+4<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>Secret<br/></td>
<td>+1 level of existing class<br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>10th<br/></td>
<td>+5<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>True lore<br/></td>
<td>+1 level of existing class<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All of the following are Class Features of the loremaster prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Loremasters gain no proficiency with any weapon or armor.</p>
</div><div topic='Spells Per Day/Spells Known' level='8'><p><b>Spells per Day/Spells Known:</b> When a new loremaster level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.</p>
</div><div topic='Secret' level='8'><p><b>Secret:</b> At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from the table below. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can't choose the same secret twice.</p>
</div><div topic='Lore' level='8'><p><b>Lore:</b> At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.</p>
</div><div topic='Bonus Languages' level='8'><p><b>Bonus Languages:</b> A loremaster can choose any new language at 4th and 8th level.</p>
</div><div topic='Greater Lore' level='8'><p><b>Greater Lore (Ex):</b> At 6th level, a loremaster gains the ability to understand magic items, as with the <i>identify</i> spell.</p>
</div><div topic='True Lore' level='8'><p><b>True Lore (Ex):</b> At 10th level, once per day a loremaster can use her knowledge to gain the effect of a <i>legend lore</i> spell or an <i>analyze dweomer</i> spell.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='2'>
<td colspan='3'><b>Loremaster Secrets</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td><b>Level +</b><br/>
<b>Int Modifier</b> <br/></td> <td><b>Secret</b> <br/></td>
<td><b>Effect</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>1<br/></td>
<td>Instant mastery<br/></td>
<td>4 ranks of a skill in which the character has no ranks<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>2<br/></td>
<td>Secret health<br/></td>
<td>+3 hit points<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>3<br/></td>
<td>Secrets of inner strength<br/></td>
<td>+2 bonus on Will saves<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>4<br/></td>
<td>The lore of true stamina<br/></td>
<td>+2 bonus on Fortitude saves<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>5<br/></td>
<td>Secret knowledge of avoidance<br/></td>
<td>+2 bonus on Reflex saves<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>6<br/></td>
<td>Weapon trick<br/></td>
<td>+1 bonus on attack rolls<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>7<br/></td>
<td>Dodge trick<br/></td>
<td>+1 dodge bonus to AC<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>8<br/></td>
<td>Applicable knowledge<br/></td>
<td>Any one feat<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>9<br/></td>
<td>Newfound arcana<br/></td>
<td>1 bonus 1st-level spell*<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>10<br/></td>
<td>More newfound arcana<br/></td>
<td>1 bonus 2nd-level spell*<br/></td>

</tr>

<tr maxcol='4' curcol='2'>
<td colspan='3'>* As if gained through having a high ability score.<br/></td>

</tr>
</table><p/>
</div>
</div>
</div>
    


name: Mystic Theurge
type: prestige
alignment: any
hit_die: d4
skill_points: 2
skill_points_ability: Int
spell_stat: None
proficiencies: Mystic theurges gain no proficiency with any weapon or armor.
spell_type: Arcane, Divine
epic_feat_base_level: 10
epic_feat_interval: 6
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks
req_feat: None
req_spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PrestigeClasses
class_skills:
Concentration, Craft, Decipher Script, Knowledge (arcana), Knowledge (religion), Profession, Sense Motive, Spellcraft

epic_feat_list:
 Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Spell Knowledge, Spell Opportunity, Spell Stowaway, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic

epic_full_text:
  <div topic='Epic Mystic Theurge' level='2'><p><h2>Epic Mystic Theurge</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d4</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 2 + Int modifier</p>
</div><div topic='Spells' level='8'><p><b>Spells:</b> When an odd-numbered mystic theurge level above 10th is gained she gains new spells per day (and spells known, if applicable), as if she had gained a level in an arcane spellcasting class she belonged to previously, up to the maximum spells per day and spells known by that class. Her caster level in that class also increases by +1. When an even-numbered mystic theurge level above 10th is gained she gains new spells per day (and spells known, if applicable), as if she had gained a level in a divine spellcasting class she belonged to previously, up to the maximum spells per day and spells known by that class. Her caster level in that class also increases by +1.</p>
</div><div topic='Bonus Feats' level='8'><p><b>Bonus Feats:</b> The epic mystic theurge gains a bonus feat (selected from the list of epic mystic theurge feats) every 6 levels after 10th.</p><p><i>Epic Mystic Theurge Bonus Feat List:</i> Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Spell Knowledge, Spell Opportunity, Spell Stowaway, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.</p>
</div><div topic='Table: Epic Mystic Theurge' level='8'><p><b>Table: Epic Mystic Theurge</b></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Level</b><br/></td> <td><b>Special</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>11th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>12th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>13th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>14th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>15th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>16th<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>17th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>18th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>19th<br/></td>
<td>-<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>20th<br/></td>
<td>-<br/></td>

</tr>
</table><p/>
</div>
</div>

full_text:
      <div topic='Mystic Theurge' level='2'><p><h2>Mystic Theurge</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d4.</p>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a mystic theurge, a character must fulfill all the following criteria.</p><div topic='Skills' level='8'><p><b>Skills:</b> Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks.</p>
</div><div topic='Spells' level='8'><p><b>Spells:</b> Able to cast 2nd-level divine spells and 2nd-level arcane spells.</p>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The mystic theurge's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).</p><div topic='Skill Points at Each Level' level='8'><p> <b>Skill Points at Each Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='7' curcol='2'>
<td colspan='6'><b>Table: The Mystic Theurge</b><br/></td> 
</tr>

<tr maxcol='7' curcol='7'>
<td><b>Level</b><br/></td>
<td><b>Base</b><br/>
<b>Attack</b><br/>
<b>Bonus</b><br/></td>
<td><b>Fort</b><br/>
<b>Save</b><br/></td> <td><b>Ref</b><br/>
<b>Save</b><br/></td> <td><b>Will</b><br/>
<b>Save</b><br/></td> <td><b>Spells per Day</b><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>+1 level of existing arcane spellcasting class/<br/>
+1 level of existing divine spellcasting class<br/></td> 
</tr>
<tr maxcol='7' curcol='7'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>+1 level of existing arcane spellcasting class/<br/>
+1 level of existing divine spellcasting class<br/></td> 
</tr>
<tr maxcol='7' curcol='7'>
<td>3rd<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>+1 level of existing arcane spellcasting class/<br/>
+1 level of existing divine spellcasting class<br/></td> 
</tr>
<tr maxcol='7' curcol='7'>
<td>4th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+1 level of existing arcane spellcasting class/<br/>
+1 level of existing divine spellcasting class<br/></td> 
</tr>
<tr maxcol='7' curcol='7'>
<td>5th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+1 level of existing arcane spellcasting class/<br/>
+1 level of existing divine spellcasting class<br/></td> 
</tr>
<tr maxcol='7' curcol='7'>
<td>6th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+1 level of existing arcane spellcasting class/<br/>
+1 level of existing divine spellcasting class<br/></td> 
</tr>
<tr maxcol='7' curcol='7'>
<td>7th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+1 level of existing arcane spellcasting class/<br/>
+1 level of existing divine spellcasting class<br/></td> 
</tr>
<tr maxcol='7' curcol='7'>
<td>8th<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>+1 level of existing arcane spellcasting class/<br/>
+1 level of existing divine spellcasting class<br/></td> 
</tr>
<tr maxcol='7' curcol='7'>
<td>9th<br/></td>
<td>+4<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>+1 level of existing arcane spellcasting class/<br/>
+1 level of existing divine spellcasting class<br/></td> 
</tr>

<tr maxcol='7' curcol='7'>
<td>10th<br/></td>
<td>+5<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>+1 level of existing arcane spellcasting class/<br/>
+1 level of existing divine spellcasting class<br/></td> 
</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All of the following are features of the mystic theurge prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Mystic theurges gain no proficiency with any weapon or armor.</p>
</div><div topic='Spells Per Day' level='8'><p><b>Spells per Day:</b> When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a mystic theurge, he must decide to which class he adds each level of mystic theurge for the purpose of determining spells per day.</p><p/>
</div>
</div>
</div>
    


name: Shadowdancer
type: prestige
alignment: any
hit_die: d8
skill_points: 6
skill_points_ability: Int
spell_stat: None
spell_type: None
epic_feat_base_level: 10
epic_feat_interval: 3
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks
req_feat: Combat Reflexes, Dodge, Mobility
req_spells: None
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PrestigeClasses
class_skills:
Balance, Bluff, Decipher Script, Diplomacy, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Perform, Profession, Search, Sleight of Hand, Spot, Tumble, Use Rope

proficiencies:
Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.

epic_feat_list:
 Blinding Speed, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Skill Focus, Epic Speed, Exceptional Deflection, Improved Combat Reflexes, Improved Darkvision, Improved Whirlwind Attack, Infinite Deflection, Legendary Leaper, Reflect Arrows, Self-Concealment, Spellcasting Harrier, Superior Initiative

epic_full_text:
  <div topic='Epic Shadowdancer' level='2'><p><h2>Epic Shadowdancer</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d8.</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 6 + Int modifier.</p>
</div><div topic='Summon Shadow' level='8'><p><b>Summon Shadow:</b> Every third level gained after 9th adds +2 HD (and the requisite base attace and base save bonus increases) to the shadowdancer's shadow companion.</p>
</div><div topic='Shadow Jump' level='8'><p><b>Shadow Jump:</b> The total distance of a shadowdancer's shadow jump doubles every two levels after 10th.</p>
</div><div topic='Bonus Feats' level='8'><p><b>Bonus Feats:</b> The epic shadowdancer gains a bonus feat (selected from the list of epic shadowdancer feats) every three levels after 10th.</p><p><i>Epic Shadowdancer Bonus Feat List:</i> Blinding Speed, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Skill Focus, Epic Speed, Exceptional Deflection, Improved Combat Reflexes, Improved Darkvision, Improved Whirlwind Attack, Infinite Deflection, Legendary Leaper, Reflect Arrows, Self-Concealment, Spellcasting Harrier, Superior Initiative.</p>
</div><div topic='Table: The Epic Shadowdancer' level='8'><p><b>Table: The Epic Shadowdancer</b> </p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Level</b><br/></td>
<td><b>Special</b> <br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>11th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>12th<br/></td>
<td>Summon shadow (four of 8 HD each), shadow jump (320 ft.)<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>13th<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>14th<br/></td>
<td>Shadow jump (640 ft.)<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>15th<br/></td>
<td>Summon shadow (five of 10 HD each)<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>16th<br/></td>
<td>Shadow jump (1,280 ft.), bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>17th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>18th<br/></td>
<td>Summon shadow (six of 12 HD each), shadow jump (2,560 ft.)<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>19th<br/></td>
<td>Bonus feat<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>20th<br/></td>
<td>Shadow jump (5,120 ft.)<br/></td>

</tr>
</table><p/><p/>
</div>
</div>

full_text:
      <div topic='Shadowdancer' level='2'><p><h2>Shadowdancer</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d8.</p>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a shadowdancer, a character must fulfill all the following criteria.</p><div topic='Skills' level='8'><p><b>Skills:</b> Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks.</p>
</div><div topic='Feats' level='8'><p><b>Feats:</b> Combat Reflexes, Dodge, Mobility.</p>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The shadowdancer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).</p><div topic='Skill Points at Each Level' level='8'><p> <b>Skill Points at Each Level:</b> 6 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='7' curcol='2'>
<td colspan='6'><b>Table: The Shadowdancer</b><br/></td> 
</tr>

<tr maxcol='7' curcol='7'>
<td><b>Level</b><br/></td>
<td><b>Base</b><br/>
<b>Attack</b><br/>
<b>Bonus</b><br/></td>
<td><b>Fort</b><br/>
<b>Save</b><br/></td> <td><b>Ref</b><br/>
<b>Save</b><br/></td> <td><b>Will</b><br/>
<b>Save</b><br/></td> <td><b>Special</b><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>Hide in plain sight<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>+0<br/></td>
<td>Evasion, darkvision, uncanny dodge<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>3rd<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td><i>Shadow illusion</i>, summon shadow<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>4th<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>Shadow jump 20 ft.<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>5th<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>Defensive roll, improved uncanny dodge<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>6th<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>Shadow jump 40 ft., summon shadow<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>7th<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>Slippery mind<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>8th<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td>Shadow jump 80 ft.<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>9th<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td>Summon shadow<br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>10th<br/></td>
<td>+7<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>+3<br/></td>
<td>Shadow jump 160 ft., improved evasion<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All of the following are features of the shadowdancer prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.</p>
</div><div topic='Hide in Plain Sight' level='8'><p><b>Hide in Plain Sight (Su):</b> A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.</p>
</div><div topic='Evasion' level='8'><p><b>Evasion (Ex):</b> At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.</p>
</div><div topic='Darkvision' level='8'><p><b>Darkvision (Su):</b> At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a <i>darkvision</i> spell.</p>
</div><div topic='Uncanny Dodge' level='8'><p><b>Uncanny Dodge (Ex):</b> Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)</p><p>If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).</p>
</div><div topic='Shadow Illusion' level='8'><p><b><i>Shadow Illusion</i> (Sp):</b> When a shadowdancer reaches 3rd level, she can create visual illusions. This ability's effect is identical to that of the arcane spell <i>silent image</i> and may be employed once per day.</p>
</div><div topic='Summon Shadow' level='8'><p><b>Summon Shadow (Su):</b> At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.</p><p>If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer's XP total can never go below 0 as the result of a shadow's dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.</p>
</div><div topic='Shadow Jump' level='8'><p><b>Shadow Jump (Su):</b> At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a <i>dimension door</i> spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.</p>
</div><div topic='Defensive Roll' level='8'><p><b>Defensive Roll (Ex):</b> Starting at 5th level, once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can't attempt a defensive roll.</p>
</div><div topic='Improved Uncanny Dodge' level='8'><p><b>Improved Uncanny Dodge (Ex):</b> At 5th level, a shadowdancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her).</p><p>If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.</p>
</div><div topic='Slippery Mind' level='8'><p><b>Slippery Mind (Ex):</b> At 7th level, if a shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell's effects occur normally.</p>
</div><div topic='Improved Evasion' level='8'><p><b>Improved Evasion (Ex):</b> This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What's more, she takes only half damage even if she fails her saving throw.</p><p/>
</div>
</div>
</div>
    


name: Thaumaturgist
type: prestige
alignment: any
hit_die: d4
skill_points: 2
skill_points_ability: Int
spell_stat: None
proficiencies: Thaumaturgists gain no proficiency with any weapon or armor.
spell_type: Arcane, Divine
epic_feat_base_level: None
epic_feat_interval: None
epic_feat_list: None
epic_full_text: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: None
req_feat: Spell Focus (conjuration)
req_spells: Able to cast lesser planar ally
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PrestigeClasses
class_skills:
Concentration, Craft, Diplomacy, Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Speak Language (none), Spellcraft

full_text:
      <div topic='Thaumaturgist' level='2'><p><h2>Thaumaturgist</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d4.</p>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a thaumaturgist, a character must fulfill all the following criteria.</p><div topic='Feats' level='8'><p><b>Feats:</b> Spell Focus (conjuration).</p>
</div><div topic='Spells' level='8'><p><b>Spells:</b> Able to cast <i>lesser planar ally</i>.</p>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The thaumaturgist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (none), and Spellcraft (Int).</p><div topic='Skill Points at Each Level' level='8'><p> <b>Skill Points at Each Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='8' curcol='2'>
<td colspan='7'><b>Table: The Thaumaturgist</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td><b>Level</b><br/></td>
<td><b>Base</b><br/>
<b>Attack</b><br/>
<b>Bonus</b><br/></td>
<td><b>Fort</b><br/>
<b>Save</b><br/></td> <td><b>Ref</b><br/>
<b>Save</b><br/></td> <td><b>Will</b><br/>
<b>Save</b><br/></td> <td><b>Special</b><br/></td>
<td><b>Spells per Day</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>Improved ally<br/></td>
<td>+1 level of existing spellcasting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>Augment Summoning<br/></td>
<td>+1 level of existing spellcasting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>3rd<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>Extended summoning<br/></td>
<td>+1 level of existing spellcasting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>4th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Contingent conjuration<br/></td>
<td>+1 level of existing spellcasting class<br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>5th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Planar cohort<br/></td>
<td>+1 level of existing spellcasting class<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All of the following are features of the thaumaturgist prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Thaumaturgists gain no proficiency with any weapon or armor.</p>
</div><div topic='Spells Per Day' level='8'><p><b>Spells per Day:</b> When a new thaumaturgist level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of thaumaturgist to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.</p><p>If a character had more than one spellcasting class before he became a thaumaturgist, he must decide to which class he adds each level of thaumaturgist for the purpose of determining spells per day.</p>
</div><div topic='Improved Ally' level='8'><p><b>Improved Ally:</b> When a thaumaturgist casts a <i>planar ally</i> spell (including the <i>lesser</i> and <i>greater</i> versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist's Diplomacy check adjusts the creature's attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature.</p><p>The thaumaturgist's improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist.</p><p>A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.</p>
</div><div topic='Augment Summoning' level='8'><p><b>Augment Summoning:</b> At 2nd level, a thaumaturgist gains the Augment Summoning feat.</p>
</div><div topic='Extended Summoning' level='8'><p><b>Extended Summoning:</b> At 3rd level and higher, all spells from the summoning subschool that the thaumaturgist casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don't change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell's level.</p>
</div><div topic='Contingent Conjuration' level='8'><p><b>Contingent Conjuration:</b> A 4th-level thaumaturgist can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the <i>contingency</i> spell, including having the thaumaturgist cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.</p><p>The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the thaumaturgist wants it to, although most conjurations can be dismissed normally. A thaumaturgist can have only one contingent conjuration active at a time.</p>
</div><div topic='Planar Cohort' level='8'><p><b>Planar Cohort:</b> A 5th-level thaumaturgist can use any of the <i>planar ally</i> spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the thaumaturgist continues to advance a cause important to the creature.</p><p>To call a planar cohort, the thaumaturgist must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp x the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature can't be used to reduce or eliminate this cost. The planar cohort can't have more Hit Dice than the thaumaturgist has, and must have an ECL no higher than the thaumaturgist's character level -2.</p><p>A thaumaturgist can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a thaumaturgist's existing cohort, if he has one by virtue of the Leadership feat.</p><p/>
</div>
</div>
</div>
    


name: Psion
type: base, psionic
alignment: any
hit_die: d4
class_skills: Concentration, Craft, Knowledge (all skills, taken individually), Profession, Psicraft
skill_points: 2
skill_points_ability: Int
spell_stat: None
spell_type: Psionic
epic_feat_base_level: 20
epic_feat_interval: 3
epic_feat_list: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: None
req_feat: None
req_spells: None
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PsionicClasses
proficiencies:
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

epic_full_text:
  <div topic='Epic Psion' level='2'><p><h2>Epic Psion</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d4.</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 2 + Int modifier.</p>
</div><div topic='Powers' level='8'><p><b>Powers:</b> The psion's manifester level is equal to his class level. The psion's base power points do not increase after 20th level. Each time the psion attains a new level, he learns two new powers of any level or levels that he can manifest.</p>
</div><div topic='Psicrystal' level='8'><p><b>Psicrystal:</b> The epic psion's psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal's natural armor bonus and Intelligence each increase by 1. The psicrystal's power resistance is equal to the master's level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master's choice.</p>
</div><div topic='Bonus Feats' level='8'><p><b>Bonus Feats:</b> The epic psion gains a bonus feat every three levels higher than 20th (23rd, 26th, and so on).</p>
</div><div topic='Table: The Epic Psion' level='8'><p><b>Table: The Epic Psion</b> </p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Psion Level</b><br/></td> <td><b>Special</b> <br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>21st<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>22nd<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>23rd<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>24th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>25th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>26th<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>27th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>28th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>29th<br/></td>
<td>Bonus feat<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>30th<br/></td>
<td>-<br/></td>

</tr>
</table><p/>
</div><div topic='Psicrystals at Epic Level' level='3'><p><h3>Psicrystals at Epic Level</h3></p><p>Special abilities granted to a psycrystal continue to grow as the level of its master increases beyond 20th, as shown on Table: Epic Psicrystal Special Abilities. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Psicrystal special abilities gained at less than 20th level also continue to improve.</p><p><i>Psicrystal Power:</i> The psicrystal gains the benefit of the Psicrystal Power epic feat for the power its master chooses.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='5' curcol='2'>
<td colspan='4'><b>Table:</b>  <b>Epic</b> 
<b>Psicrystal Special Abilities</b><br/></td>

</tr>

<tr maxcol='5' curcol='5'>
<td><b>Owner Level</b><br/></td>
<td><b>Natural Armor Adj</b>.<br/></td>
<td><b>Int Adj</b>.<br/></td>
<td><b>Special</b><br/></td>

</tr>

<tr maxcol='5' curcol='5'>
<td>21st-22nd<br/></td>
<td>+10<br/></td>
<td>+10<br/></td>
<td>Psicrystal Power<br/></td>

</tr>

<tr maxcol='5' curcol='5'>
<td>23rd-24th<br/></td>
<td>+11<br/></td>
<td>+11<br/></td>
<td/>

</tr>
<tr maxcol='5' curcol='5'>
<td>25th-26th<br/></td>
<td>+12<br/></td>
<td>+12<br/></td>
<td/>

</tr>
<tr maxcol='5' curcol='5'>
<td>27th-28th<br/></td>
<td>+13<br/></td>
<td>+13<br/></td>
<td/>

</tr>
<tr maxcol='5' curcol='5'>
<td>29th-30th<br/></td>
<td>+14<br/></td>
<td>+14<br/></td>
<td/>

</tr>
<tr maxcol='5' curcol='5'>
<td>31st-32nd<br/></td>
<td>+15<br/></td>
<td>+15<br/></td>
<td>Psicrystal Power<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>33rd-34th<br/></td>
<td>+16<br/></td>
<td>+16<br/></td>
<td/>

</tr>
<tr maxcol='5' curcol='5'>
<td>35th-36th<br/></td>
<td>+17<br/></td>
<td>+17<br/></td>
<td/>

</tr>
<tr maxcol='5' curcol='5'>
<td>37th-38th<br/></td>
<td>+18<br/></td>
<td>+18<br/></td>
<td/>

</tr>
<tr maxcol='5' curcol='5'>
<td>39th-40th<br/></td>
<td>+19<br/></td>
<td>+19<br/></td>
<td/>

</tr>

<tr maxcol='5' curcol='5'>
<td>41st-42nd<br/></td>
<td>+20<br/></td>
<td>+20<br/></td>
<td>Psicrystal Power<br/></td>

</tr>
</table><p/><p/>
</div>
</div>

full_text:
      <div topic='Psion' level='2'><p><h2>Psion</h2></p><div topic='Alignment' level='8'><p><b>Alignment:</b> Any.</p>
</div><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d4.</p><p/>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The psion's class skills (and the key ability for each skill) are Concentration* (Con), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int). In addition, a psion gains access to additional class skills based on his discipline:</p><p><i>Seer (Clairsentience):</i> Gather Information (Cha), Listen (Wis), and Spot (Wis).</p><p><i>Shaper (Metacreativity):</i> Bluff (Cha), Disguise (Cha), and Use Psionic Device* (Cha).</p><p><i>Kineticist (Psychokinesis):</i> Autohypnosis* (Wis), Disable Device (Dex), and Intimidate (Cha).</p><p><i>Egoist (Psychometabolism):</i> Autohypnosis* (Wis), Balance (Dex) and Heal (Wis).</p><p><i>Nomad (Psychoportation):</i> Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).</p><p><i>Telepath (Telepathy):</i> Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wis).</p><p>*New skill or expanded use of existing skill.</p><div topic='Skill Points at 1st Level' level='8'><p><b>Skill Points at 1st Level:</b> (2 + Int modifier) x4.</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='10' curcol='2'>
<td colspan='9'><b>Table: The Psion</b><br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td><b>Level</b> <br/></td>
<td><b>Base Attack Bonus</b> <br/></td>
<td><b>Fort Save</b><br/></td>
<td><b>Ref Save</b><br/></td>
<td><b>Will Save</b><br/></td>
<td><b>Special</b> <br/></td>
<td><b>Power Points/</b><br/>
<b>Day</b><br/></td> <td><b>Powers Known</b><br/></td>
<td><b>Maximum Power Level Known</b><br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>Bonus feat, discipline<br/></td>
<td>2<br/></td>
<td>3<br/></td>
<td>1st<br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>-<br/></td>
<td>6<br/></td>
<td>5<br/></td>
<td>1st<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>3rd<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>-<br/></td>
<td>11<br/></td>
<td>7<br/></td>
<td>2nd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>4th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>-<br/></td>
<td>17<br/></td>
<td>9<br/></td>
<td>2nd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>5th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Bonus feat<br/></td>
<td>25<br/></td>
<td>11<br/></td>
<td>3rd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>6th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>-<br/></td>
<td>35<br/></td>
<td>13<br/></td>
<td>3rd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>7th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>-<br/></td>
<td>46<br/></td>
<td>15<br/></td>
<td>4th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>8th<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>-<br/></td>
<td>58<br/></td>
<td>17<br/></td>
<td>4th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>9th<br/></td>
<td>+4<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>-<br/></td>
<td>72<br/></td>
<td>19<br/></td>
<td>5th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>10th<br/></td>
<td>+5<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>Bonus feat<br/></td>
<td>88<br/></td>
<td>21<br/></td>
<td>5th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>11th<br/></td>
<td>+5<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>-<br/></td>
<td>106<br/></td>
<td>22<br/></td>
<td>6th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>12th<br/></td>
<td>+6/+1<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+8<br/></td>
<td>-<br/></td>
<td>126<br/></td>
<td>24<br/></td>
<td>6th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>13th<br/></td>
<td>+6/+1<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+8<br/></td>
<td>-<br/></td>
<td>147<br/></td>
<td>25<br/></td>
<td>7th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>14th<br/></td>
<td>+7/+2<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+9<br/></td>
<td>-<br/></td>
<td>170<br/></td>
<td>27<br/></td>
<td>7th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>15th<br/></td>
<td>+7/+2<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>+9<br/></td>
<td>Bonus feat<br/></td>
<td>195<br/></td>
<td>28<br/></td>
<td>8th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>16th<br/></td>
<td>+8/+3<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>+10<br/></td>
<td>-<br/></td>
<td>221<br/></td>
<td>30<br/></td>
<td>8th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>17th<br/></td>
<td>+8/+3<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>+10<br/></td>
<td>-<br/></td>
<td>250<br/></td>
<td>31<br/></td>
<td>9th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>18th<br/></td>
<td>+9/+4<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+11<br/></td>
<td>-<br/></td>
<td>280<br/></td>
<td>33<br/></td>
<td>9th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>19th<br/></td>
<td>+9/+4<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+11<br/></td>
<td>-<br/></td>
<td>311<br/></td>
<td>34<br/></td>
<td>9th<br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td>20th<br/></td>
<td>+10/+5<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+12<br/></td>
<td>Bonus feat<br/></td>
<td>343<br/></td>
<td>36<br/></td>
<td>9th<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are class features of the psion.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.</p>
</div><div topic='Power Points/Day' level='8'><p><b>Power Points/Day:</b> A psion's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.</p>
</div><div topic='Discipline' level='8'><p><b>Discipline:</b> Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can't even use such powers by employing psionic items.</p>
</div><div topic='Powers Known' level='8'><p><b>Powers Known:</b> A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.</p><p>Choose the powers known from the psion power list, or from the list of powers of your chosen discipline. You cannot choose powers from restricted discipline lists other than your own discipline list. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (<i>Exception:</i> The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.</p><p>The number of times a psion can manifest powers in a day is limited only by his daily power points.</p><p>A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.</p>
</div><div topic='Maximum Power Level Known' level='8'><p>The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier. <b>Maximum Power Level Known:</b> A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.</p><p>To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.</p>
</div><div topic='Bonus Feats' level='8'><p><b>Bonus Feats:</b> A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.</p><p>These bonus feats are in addition to the feats that a character of any class gains every three levels. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.</p><p/>
</div>
</div><div topic='Psionic Disciplines' level='3'><p><h3>Psionic Disciplines</h3></p><p>A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.</p><div topic='Clairsentience' level='8'><p><b>Clairsentience:</b> A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.</p>
</div><div topic='Metacreativity' level='8'><p><b>Metacreativity:</b> A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper's command.</p>
</div><div topic='Psychokinesis' level='8'><p><b>Psychokinesis:</b> Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.</p>
</div><div topic='Psychometabolism' level='8'><p><b>Psychometabolism:</b> A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion's psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.</p>
</div><div topic='Psychoportation' level='8'><p><b>Psychoportation:</b> A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.</p>
</div><div topic='Telepathy' level='8'><p><b>Telepathy:</b> A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.</p><p/>
</div>
</div><div topic='Psicrystals' level='3'><p><h3>Psicrystals</h3></p><p>A psicrystal is a fragment of a psionic character's personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand.</p><p>Because it is an extension of its creator's personality, a character's psicrystal is in some ways a part of him. That's why, for example, a psionic character can manifest a personal range power on his psicrystal even though normally he can manifest such a power only on himself.</p><p>A psicrystal is treated as a construct for the purposes of all effects that depend on its type.</p><p>A psicrystal grants special abilities to its owner, as shown on the Psicrystal Special Abilities table below. In addition, a psicrystal has a personality (being a fragment of the owner's personality), which gives its owner a bonus on certain types of checks or saving throws, as given on the Psicrystal Personalities table below. These special abilities and bonuses apply only when the owner and the psicrystal are within 1 mile of each other.</p><p>Psicrystal abilities are based on the owner's levels in psionic classes. Levels from other classes do not count toward the owner's level for purposes of psicrystal abilities.</p><p>A psicrystal can speak one language of its owner's choice (so long as it is a language the owner knows). A psicrystal can understand all other languages known by its owner, but cannot speak them. This is a supernatural ability.</p><div topic='Psicrystal Basics' level='8'><p><b>Psicrystal Basics:</b> Use the statistics for a psicrystal, but make the following changes.</p><p><i>Saving Throws:</i> A psicrystal uses its owner's base saving throw bonuses and ability modifiers on saves, though it doesn't enjoy any other bonuses its owner might have (from magic items or feats, for example).</p><p><i>Abilities:</i> When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.</p><p><i>Skills:</i> A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Spot, Listen, Move Silently, and Search. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='5' curcol='2'>
<td colspan='4'><b>Psicrystal Special Abilities</b><br/></td>

</tr>

<tr maxcol='5' curcol='5'>
<td><b>Owner Level</b><br/></td>
<td><b>Natural Armor Adj</b>.<br/></td>
<td><b>Int Adj</b>.<br/></td>
<td><b>Special</b><br/></td>

</tr>

<tr maxcol='5' curcol='5'>
<td>1st-2nd<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link<br/></td>

</tr>

<tr maxcol='5' curcol='5'>
<td>3rd-4th<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>Deliver touch powers<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>5th-6th<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>Telepathic speech<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>7th-8th<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>9th-10th<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>Flight<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>11th-12th<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>Power resistance<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>13th-14th<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>Sight link<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>15th-16th<br/></td>
<td>+7<br/></td>
<td>+7<br/></td>
<td>Channel power<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>17th-18th<br/></td>
<td>+8<br/></td>
<td>+8<br/></td>
<td/>

</tr>

<tr maxcol='5' curcol='5'>
<td>19th-20th<br/></td>
<td>+9<br/></td>
<td>+9<br/></td>
<td/>

</tr>
</table><p/>
</div><div topic='Psicrystal Ability Descriptions' level='8'><p><b>Psicrystal Ability Descriptions:</b> All psicrystals have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table above. The abilities on the table are cumulative.</p><p><i>Natural Armor Adj. (Ex):</i> This number noted here is an improvement to the psicrystal's natural armor bonus (normally 0). It represents a psicrystal's preternatural durability.</p><p><i>Intelligence Adj. (Ex):</i> Add this value to the psicrystal's Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people).</p><p><i>Alertness (Ex):</i> The presence of a psicrystal sharpens its master's senses. While a psicrystal is within arm's reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.</p><p><i>Improved Evasion (Ex):</i> If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.</p><p><i>Personality (Ex):</i> Every psicrystal has a personality. See Psicrystal Personality, below.</p><p><i>Self-Propulsion (Su):</i> As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).</p><p><i>Share Powers (Su):</i> At the owner's option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires.</p><p>Additionally, the owner can manifest a power with a target of 'You' on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal's type (construct).</p><p><i>Sighted (Ex):</i> Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can't discern invisible or ethereal beings. A psicrystal's sighted range is 40 feet.</p><p><i>Telepathic Link (Su):</i> The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal's senses, but the two of them can communicate telepathically as if the psicrystal were the target of a <i>mindlink</i> power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room.</p><p>Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.</p><p><i>Deliver Touch Powers (Su):</i> If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the 'toucher.' The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.</p><p><i>Telepathic Speech (Ex):</i> If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.</p><p><i>Flight (Su):</i> If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).</p><p><i>Power Resistance (Ex):</i> If the owner is 11th level or higher, the psicrystal gains power resistance equal to the owner's level + 5. To affect the psicrystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the psicrystal's power resistance.</p><p><i>Sight Link (Sp):</i> If the owner is 13th level or higher, the character can remote view the psicrystal (as if manifesting the <i>remote view</i> power) once per day.</p><p><i>Channel Power (Sp):</i> If the owner is 15th level or higher, he can manifest powers through the psicrystal to a distance of up to 1 mile. The psicrystal is treated as the power's originator, and all ranges are calculated from its location.</p><p>When channeling a power through his psicrystal, the owner manifests the power by paying its power point cost. He is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable (for instance, he becomes visible when manifesting an offensive power if <i>invisible</i>, as does the psicrystal).</p><p/>
</div><div topic='Psicrystal Personality' level='8'><p><b>Psicrystal Personality (Ex):</b> Each psicrystal has a distinct personality, chosen by its owner at the time of its creation from among those given on the following table. At 1st level, its owner typically gets a feel for a psicrystal's personality only through occasional impulses, but as the owner increases in level the psicrystal's personality becomes more pronounced. At higher levels, it is not uncommon for a psicrystal to constantly ply its owner with observations and advice, often severely slanted toward the psicrystal's particular worldview. The owner always sees a bit of himself in his psicrystal, even if magnified and therefore distorted.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='2'>
<td colspan='2'><b>Psicrystal Personalities</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td><b>Personality</b><br/></td>
<td><b>Benefit to Owner</b><br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Artiste<br/></td>
<td>+3 bonus on Craft checks<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Bully<br/></td>
<td>+3 bonus on Intimidate checks<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Coward<br/></td>
<td>+3 bonus on Hide checks<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Friendly<br/></td>
<td>+3 bonus on Diplomacy checks<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Hero<br/></td>
<td>+2 bonus on Fortitude saves<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Liar<br/></td>
<td>+3 bonus on Bluff checks<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Meticulous<br/></td>
<td>+3 bonus on Search checks<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Nimble<br/></td>
<td>+2 bonus on Initiative checks<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Observant<br/></td>
<td>+3 bonus on Spot checks<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Poised<br/></td>
<td>+3 bonus on Balance checks<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Resolved<br/></td>
<td>+2 bonus on Will saves<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Sage<br/></td>
<td>+3 bonus on checks involving any one Knowledge skill owner already knows; once chosen, this does not vary<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Single-minded<br/></td>
<td>+3 bonus on Concentration checks<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Sneaky<br/></td>
<td>+3 bonus on Move Silently checks<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Sympathetic<br/></td>
<td>+3 bonus on Sense Motive checks<br/></td>

</tr>
</table><p/>
</div>
</div>
</div>
    


name: Psychic Warrior
type: base, psionic
alignment: any
hit_die: d8
skill_points: 2
skill_points_ability: Int
spell_stat: None
spell_type: Psionic
epic_feat_base_level: 21
epic_feat_interval: 3
epic_feat_list: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: None
req_feat: None
req_spells: None
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PsionicClasses
class_skills:
Autohypnosis, Climb, Concentration, Craft, Jump, Knowledge (psionics), Profession, Ride, Search, Swim

proficiencies:
Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

epic_full_text:
  <div topic='Epic Psychic Warrior' level='2'><p><h2>Epic Psychic Warrior</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d8.</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 2 + Int modifier.</p>
</div><div topic='Powers' level='8'><p><b>Powers:</b> The psychic warrior's manifester level is equal to her class level. The psychic warrior's base power points do not increase after 20th level. The epic psychic warrior gains one new power of any level that she can manifest at every even-numbered level she attains higher than 20th (22nd, 24th, 26th, and so on).</p>
</div><div topic='Bonus Feats' level='8'><p><b>Bonus Feats:</b> The epic psychic warrior gains a bonus feat (selected from the list of epic psychic warrior bonus feats) at 21st level and every three levels thereafter.</p>
</div><div topic='Table: The Epic Psychic Warrior' level='8'><p><b>Table: The Epic Psychic Warrior</b> </p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Psychic Warrior Level</b><br/></td>
<td><b>Special</b> <br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>21st<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>22nd<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>23rd<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>24th<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>25th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>26th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>27th<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>28th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>29th<br/></td>
<td>-<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>30th<br/></td>
<td>Bonus feat<br/></td>

</tr>
</table><p/>
</div>
</div>

full_text:
      <div topic='Psychic Warrior' level='2'><p><h2>Psychic Warrior</h2></p><div topic='Alignment' level='8'><p><b>Alignment:</b> Any.</p>
</div><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d8.</p><p/>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The psychic warrior's class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Jump (Str), Knowledge (psionics)* (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).</p><p>*New skill or expanded use of existing skill.</p><div topic='Skill Points at 1st Level' level='8'><p><b>Skill Points at 1st Level:</b> (2 + Int modifier) x4.</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='10' curcol='2'>
<td colspan='9'><b>Table: The Psychic Warrior</b><br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td><b>Level</b><br/></td>
<td><b>Base Attack Bonus</b> <br/></td>
<td><b>Fort Save</b><br/></td>
<td><b>Ref Save</b><br/></td>
<td><b>Will Save</b><br/></td>
<td><b>Special</b><br/></td>
<td><b>Power Points/Day</b><br/></td>
<td><b>Powers Known</b><br/></td>
<td><b>Maximum Power Level Known</b><br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>Bonus feat<br/></td>
<td>0*<br/></td>
<td>1<br/></td>
<td>1st<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>Bonus feat<br/></td>
<td>1<br/></td>
<td>2<br/></td>
<td>1st<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>3rd<br/></td>
<td>+2<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>-<br/></td>
<td>3<br/></td>
<td>3<br/></td>
<td>1st<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>4th<br/></td>
<td>+3<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>-<br/></td>
<td>5<br/></td>
<td>4<br/></td>
<td>2nd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>5th<br/></td>
<td>+3<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>Bonus feat<br/></td>
<td>7<br/></td>
<td>5<br/></td>
<td>2nd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>6th<br/></td>
<td>+4<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>-<br/></td>
<td>11<br/></td>
<td>6<br/></td>
<td>2nd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>7th<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>-<br/></td>
<td>15<br/></td>
<td>7<br/></td>
<td>3rd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>8th<br/></td>
<td>+6/+1<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>Bonus feat<br/></td>
<td>19<br/></td>
<td>8<br/></td>
<td>3rd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>9th<br/></td>
<td>+6/+1<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>-<br/></td>
<td>23<br/></td>
<td>9<br/></td>
<td>3rd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>10th<br/></td>
<td>+7/+2<br/></td>
<td>+7<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>-<br/></td>
<td>27<br/></td>
<td>10<br/></td>
<td>4th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>11th<br/></td>
<td>+8/+3<br/></td>
<td>+7<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>Bonus feat<br/></td>
<td>35<br/></td>
<td>11<br/></td>
<td>4th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>12th<br/></td>
<td>+9/+4<br/></td>
<td>+8<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>-<br/></td>
<td>43<br/></td>
<td>12<br/></td>
<td>4th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>13th<br/></td>
<td>+9/+4<br/></td>
<td>+8<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>-<br/></td>
<td>51<br/></td>
<td>13<br/></td>
<td>5th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>14th<br/></td>
<td>+10/+5<br/></td>
<td>+9<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>Bonus feat<br/></td>
<td>59<br/></td>
<td>14<br/></td>
<td>5th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>15th<br/></td>
<td>+11/+6/+1<br/></td>
<td>+9<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>-<br/></td>
<td>67<br/></td>
<td>15<br/></td>
<td>5th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>16th<br/></td>
<td>+12/+7/+2<br/></td>
<td>+10<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>-<br/></td>
<td>79<br/></td>
<td>16<br/></td>
<td>6th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>17th<br/></td>
<td>+12/+7/+2<br/></td>
<td>+10<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>Bonus feat<br/></td>
<td>91<br/></td>
<td>17<br/></td>
<td>6th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>18th<br/></td>
<td>+13/+8/+3<br/></td>
<td>+11<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>-<br/></td>
<td>103<br/></td>
<td>18<br/></td>
<td>6th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>19th<br/></td>
<td>+14/+9/+4<br/></td>
<td>+11<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>-<br/></td>
<td>115<br/></td>
<td>19<br/></td>
<td>6th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>20th<br/></td>
<td>+15/+10/+5<br/></td>
<td>+12<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>Bonus feat<br/></td>
<td>127<br/></td>
<td>20<br/></td>
<td>6th<br/></td>

</tr>

<tr maxcol='10' curcol='2'>
<td colspan='9'>*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are class features of the psychic warrior.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).</p>
</div><div topic='Power Points/Day' level='8'><p><b>Power Points/Day:</b> A psychic warrior's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic warrior gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.</p>
</div><div topic='Powers Known' level='8'><p><b>Powers Known:</b> A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.</p><p>Choose the powers known from the psychic warrior power list. (<i>Exception:</i> The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level.</p><p>The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points.</p><p>A psychic warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.</p><p>The Difficulty Class for saving throws against psychic warrior powers is 10 + the power's level + the psychic warrior's Wisdom modifier.</p>
</div><div topic='Maximum Power Level Known' level='8'><p><b>Maximum Power Level Known:</b> A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.</p><p>To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power's level.</p>
</div><div topic='Bonus Feats' level='8'><p><b>Bonus Feats:</b> At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class.</p><p>These bonus feats are in addition to the feats that a character of any class gains every three levels. A psychic warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats.</p><p/>
</div>
</div>
</div>
    


name: Soulknife
type: base, psionic
alignment: any
hit_die: d10
skill_points: 4
skill_points_ability: Int
spell_stat: None
spell_type: None
epic_feat_base_level: 20
epic_feat_interval: 3
epic_feat_list: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: None
req_feat: None
req_spells: None
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PsionicClasses
class_skills:
Autohypnosis, Climb, Concentration, Craft, Hide, Jump, Knowledge (psionics), Listen, Move Silently, Profession, Spot, Tumble

proficiencies:
Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

epic_full_text:
  <div topic='Epic Soulknife' level='2'><p><h2>Epic Soulknife</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d10.</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 4 + Int modifier.</p>
</div><div topic='Mind Blade' level='8'><p><b>Mind Blade:</b> At 25th level and every five levels thereafter, the soulknife gains an additional +1 enhancement bonus on attack rolls and damage rolls (+6 at 25th, +7 at 30th, and so on).</p>
</div><div topic='Mind Blade Enhancement' level='8'><p><b>Mind Blade Enhancement:</b> The epic soulknife's mind blade gains additional powers as the soulknife gains epic levels. At 22nd level and every four levels thereafter, the soulknife can improve the value of the weapon special abilities on his mind blade by 1 (+5 equivalent bonus at 22nd, +6 at 26th, and so on). As noted in the soulknife class description, reassigning qualities still takes 8 hours of concentration.</p>
</div><div topic='Psychic Strike' level='8'><p><b>Psychic Strike:</b> The epic soulknife's psychic strike progression continues past 20th level, continuing to grant an additional die (d8) of damage every four levels higher than 19th (+6d8 at 23rd, +7d8 at 27th, and so on).</p>
</div><div topic='Bonus Feats' level='8'><p><b>Bonus Feats:</b> The epic soulknife gains a bonus psionic feat every three levels higher than 20th (23rd, 26th, and so on).</p>
</div><div topic='Table: The Epic Soulknife' level='8'><p><b>Table: The Epic Soulknife</b> </p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Soulknife Level</b><br/></td>
<td><b>Special</b> <br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>21st<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>22nd<br/></td>
<td>Mind blade enhancement +5<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>23rd<br/></td>
<td>Bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>24th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>25th<br/></td>
<td><i>+6 mind blade</i> <br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>26th<br/></td>
<td>Mind blade enhancement +5, bonus feat<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>27th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>28th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>29th<br/></td>
<td>Bonus feat<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>30th<br/></td>
<td><i>+</i>
7
 <i>mind blade</i> <br/></td>

</tr>
</table><p/>
</div>
</div>

full_text:
      <div topic='Soulknife' level='2'><p><h2>Soulknife</h2></p><div topic='Alignment' level='8'><p><b>Alignment:</b> Any.</p>
</div><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d10.</p><p/>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The soulknife's class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex).</p><p>*New skill or expanded use of existing skill.</p><div topic='Skill Points at 1st Level' level='8'><p><b>Skill Points at 1st Level:</b> (4 + Int modifier) x4.</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 4 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='7' curcol='2'>
<td colspan='6'><b>Table: The Soulknife</b><br/></td> 
</tr>

<tr maxcol='7' curcol='7'>
<td><b>Level</b><br/></td>
<td><b>Base Attack Bonus</b><br/></td>
<td><b>Fort Save</b><br/></td>
<td><b>Ref Save</b><br/></td>
<td><b>Will Save</b><br/></td>
<td><b>Special</b><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>Mind blade, Weapon Focus (mind blade), Wild Talent<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>Throw mind blade<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>3rd<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>Psychic strike +1d8<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>4th<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td><i>+1 mind blade</i><br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>5th<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>Free draw, shape mind blade<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>6th<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>Mind blade enhancement +1, Speed of Thought<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>7th<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>Psychic strike +2d8<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>8th<br/></td>
<td>+6/+1<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td><i>+2 mind blade</i><br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>9th<br/></td>
<td>+6/+1<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>Bladewind, Greater Weapon Focus (mind blade)<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>10th<br/></td>
<td>+7/+2<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>+7<br/></td>
<td>Mind blade enhancement +2<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>11th<br/></td>
<td>+8/+3<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>+7<br/></td>
<td>Psychic strike +3d8<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>12th<br/></td>
<td>+9/+4<br/></td>
<td>+4<br/></td>
<td>+8<br/></td>
<td>+8<br/></td>
<td><i>+3 mind blade</i><br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>13th<br/></td>
<td>+9/+4<br/></td>
<td>+4<br/></td>
<td>+8<br/></td>
<td>+8<br/></td>
<td>Knife to the soul<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>14th<br/></td>
<td>+10/+5<br/></td>
<td>+4<br/></td>
<td>+9<br/></td>
<td>+9<br/></td>
<td>Mind blade enhancement +3<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>15th<br/></td>
<td>+11/+6/+1<br/></td>
<td>+5<br/></td>
<td>+9<br/></td>
<td>+9<br/></td>
<td>Psychic strike +4d8<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>16th<br/></td>
<td>+12/+7/+2<br/></td>
<td>+5<br/></td>
<td>+10<br/></td>
<td>+10<br/></td>
<td><i>+4 mind blade</i><br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>17th<br/></td>
<td>+12/+7/+2<br/></td>
<td>+5<br/></td>
<td>+10<br/></td>
<td>+10<br/></td>
<td>Multiple throw<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>18th<br/></td>
<td>+13/+8/+3<br/></td>
<td>+6<br/></td>
<td>+11<br/></td>
<td>+11<br/></td>
<td>Mind blade enhancement +4<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>19th<br/></td>
<td>+14/+9/+4<br/></td>
<td>+6<br/></td>
<td>+11<br/></td>
<td>+11<br/></td>
<td>Psychic strike +5d8<br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>20th<br/></td>
<td>+15/+10/+5<br/></td>
<td>+6<br/></td>
<td>+12<br/></td>
<td>+12<br/></td>
<td><i>+5 mind blade</i><br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are class features of the soulknife.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).</p>
</div><div topic='Mind Blade' level='8'><p><b>Mind Blade (Su):</b> As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade's damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.</p><p>The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.</p><p>A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.</p><p>A soulknife's mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).</p><p>Even in places where psionic effects do not normally function (such as within a <i>null psionics field</i>), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.</p>
</div><div topic='Weapon Focus' level='8'><p><b>Weapon Focus (Mind Blade):</b> A soulknife gains Weapon Focus (mind blade) as a bonus feat.</p>
</div><div topic='Wild Talent' level='8'><p><b>Wild Talent:</b> A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)</p>
</div><div topic='Throw Mind Blade' level='8'><p><b>Throw Mind Blade (Ex):</b> A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.</p><p>Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).</p>
</div><div topic='Psychic Strike' level='8'><p><b>Psychic Strike (Su):</b> As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue's sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)</p><p>A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.</p><p>Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.</p><p>At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife's psychic strike increases as shown on the Table above.</p>
</div><div topic='Free Draw' level='8'><p><b>Free Draw (Su):</b> At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.</p>
</div><div topic='Shape Mind Blade' level='8'><p><b>Shape Mind Blade (Su):</b> At 5th level, a soulknife gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.</p><p>Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.</p>
</div><div topic='Mind Blade Enhancement' level='8'><p><b>Mind Blade Enhancement (Su):</b> At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.</p><p>At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife's level.</p><p>The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Weapon Special Ability</b><br/></td>
<td><b>Enhancement Bonus Value</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Defending<br/></td>
<td>+1<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Keen<br/></td>
<td>+1<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Lucky*<br/></td>
<td>+1<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Mighty cleaving<br/></td>
<td>+1<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Psychokinetic*<br/></td>
<td>+1<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Sundering*<br/></td>
<td>+1<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Vicious<br/></td>
<td>+1<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Collision*<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Mindcrusher*<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Psychokinetic burst*<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Suppression*<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Wounding<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Bodyfeeder*<br/></td>
<td>+3<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Mindfeeder*<br/></td>
<td>+3<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Soulbreaker*<br/></td>
<td>+3<br/></td>

</tr>

<tr maxcol='3' curcol='2'>
<td colspan='2'>*New special abilities<br/></td>

</tr>
</table><p/><p>A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.</p>
</div><div topic='Speed of Thought' level='8'><p><b>Speed of Thought:</b> A soulknife gains Speed of Thought as a bonus feat at 6th level.</p>
</div><div topic='Bladewind' level='8'><p><b>Bladewind (Su):</b> At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.</p><p>As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife's regular mind blade.</p><p>When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the <i>haste</i> spell).</p><p>The mind blade immediately reverts to its previous form after the bladewind attack.</p>
</div><div topic='Greater Weapon Focus' level='8'><p><b>Greater Weapon Focus (Mind Blade):</b> A soulknife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.</p>
</div><div topic='Knife to the Soul' level='8'><p><b>Knife to the Soul (Su):</b> Beginning at 13th level, when a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A soulknife can combine extra dice of damage and ability damage in any combination.</p><p>The soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.</p>
</div><div topic='Multiple Throw' level='8'><p><b>Multiple Throw (Ex):</b> At 17th level and higher, a soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make.</p><p/>
</div>
</div>
</div>
    


name: Wilder
type: base, psionic
alignment: any
hit_die: d6
skill_points: 4
skill_points_ability: Int
spell_stat: None
spell_type: Psionic
epic_feat_base_level: None
epic_feat_interval: None
epic_feat_list: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: None
req_feat: None
req_spells: None
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PsionicClasses
class_skills:
Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Intimidate, Jump, Knowledge (psionics), Listen, Profession, Psicraft, Sense Motive, Spot, Swim, Tumble

proficiencies:
Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).

epic_full_text:
  <div topic='Epic Wilder' level='2'><p><h2>Epic Wilder</h2></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d6.</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 4 + Int modifier.</p>
</div><div topic='Powers' level='8'><p><b>Powers:</b> The epic wilder's manifester level is equal to her class level. The wilder's power points and powers known do not increase after 20th level (except through the use of epic feats).</p>
</div><div topic='Wild Surge' level='8'><p><b>Wild Surge:</b> The epic wilder's wild surge continues to increase after 20th level. At 23rd level and every four levels higher than 23rd, the wild surge continues to gain an additional +1 boost to manifester level when used (+7 at 23rd, +8 at 27th, and so on).</p>
</div><div topic='Surging Euphoria' level='8'><p><b>Surging Euphoria:</b> The wilder's surging euphoria progression continues past 20th level. At 28th level and every eight levels higher than 28th, the morale bonus on her attack rolls, damage rolls, and saving throws increases by 1 (+4 at 28th, +5 at 36th, and so on).</p>
</div><div topic='Volatile Mind' level='8'><p><b>Volatile Mind:</b> The epic wilder's volatile mind ability continues to increase. At 21st level and every four levels higher than 21st, the penalty assessed against telepathy powers manifested on the wilder is increased by 1 power point (5 points at 21st, 6 points at 25th, and so on).</p>
</div><div topic='Table: The Epic Wilder' level='8'><p><b>Table: The Epic Wilder</b> </p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Wilder Level</b><br/></td>
<td><b>Special</b> <br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>21st<br/></td>
<td>Volatile mind (5 power points)<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>22nd<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>23rd<br/></td>
<td>Wild surge +7<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>24th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>25th<br/></td>
<td>Volatile mind (6 power points)<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>26th<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>27th<br/></td>
<td>Wild surge +8<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>28th<br/></td>
<td>Surging euphoria +4<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>29th<br/></td>
<td>Volatile mind (7 power points)<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>30th<br/></td>
<td>-<br/></td>

</tr>
</table><p/><p/>
</div>
</div>

full_text:
      <div topic='Wilder' level='2'><p><h2>Wilder</h2></p><div topic='Alignment' level='8'><p><b>Alignment:</b> Any.</p>
</div><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d6.</p><p/>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The wilder's class skills (and the key ability for each skill) are Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration* (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Profession (Wis), Psicraft* (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).</p><p>*New skill or expanded use of existing skill.</p><div topic='Skill Points at 1st Level' level='8'><p><b>Skill Points at 1st Level:</b> (4 + Int modifier) x4.</p>
</div><div topic='Skill Points at Each Additional Level' level='8'><p><b>Skill Points at Each Additional Level:</b> 4 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='10' curcol='2'>
<td colspan='9'><b>Table: The Wilder</b><br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td><b>Level</b> <br/></td>
<td><b>Base Attack Bonus</b><br/></td>
<td><b>Fort Save</b><br/></td>
<td><b>Ref Save</b><br/></td>
<td><b>Will Save</b><br/></td>
<td><b>Special</b><br/></td>
<td><b>Power Points/Day</b><br/></td>
<td><b>Powers Known</b><br/></td>
<td><b>Maximum Power Level Known</b><br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>Wild surge +1, psychic enervation<br/></td>
<td>2<br/></td>
<td>1<br/></td>
<td>1st<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>Elude touch<br/></td>
<td>6<br/></td>
<td>2<br/></td>
<td>1st<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>3rd<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>Wild surge +2<br/></td>
<td>11<br/></td>
<td>2<br/></td>
<td>1st<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>4th<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Surging euphoria +1<br/></td>
<td>17<br/></td>
<td>3<br/></td>
<td>2nd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>5th<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Volatile mind (1 power point)<br/></td>
<td>25<br/></td>
<td>3<br/></td>
<td>2nd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>6th<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td/>
<td>35<br/></td>
<td>4<br/></td>
<td>3rd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>7th<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>Wild surge +3<br/></td>
<td>46<br/></td>
<td>4<br/></td>
<td>3rd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>8th<br/></td>
<td>+6/+1<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td/>
<td>58<br/></td>
<td>5<br/></td>
<td>4th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>9th<br/></td>
<td>+6/+1<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>Volatile mind (2 power points)<br/></td>
<td>72<br/></td>
<td>5<br/></td>
<td>4th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>10th<br/></td>
<td>+7/+2<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td/>
<td>88<br/></td>
<td>6<br/></td>
<td>5th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>11th<br/></td>
<td>+8/+3<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>Wild surge +4<br/></td>
<td>106<br/></td>
<td>6<br/></td>
<td>5th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>12th<br/></td>
<td>+9/+4<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+8<br/></td>
<td>Surging euphoria +2<br/></td>
<td>126<br/></td>
<td>7<br/></td>
<td>6th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>13th<br/></td>
<td>+9/+4<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+8<br/></td>
<td>Volatile mind (3 power points)<br/></td>
<td>147<br/></td>
<td>7<br/></td>
<td>6th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>14th<br/></td>
<td>+10/+5<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+9<br/></td>
<td/>
<td>170<br/></td>
<td>8<br/></td>
<td>7th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>15th<br/></td>
<td>+11/+6/+1<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>+9<br/></td>
<td>Wild surge +5<br/></td>
<td>195<br/></td>
<td>8<br/></td>
<td>7th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>16th<br/></td>
<td>+12/+7/+2<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>+10<br/></td>
<td/>
<td>221<br/></td>
<td>9<br/></td>
<td>8th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>17th<br/></td>
<td>+12/+7/+2<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>+10<br/></td>
<td>Volatile mind (4 power points)<br/></td>
<td>250<br/></td>
<td>9<br/></td>
<td>8th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>18th<br/></td>
<td>+13/+8/+3<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+11<br/></td>
<td/>
<td>280<br/></td>
<td>10<br/></td>
<td>9th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>19th<br/></td>
<td>+14/+9/+4<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+11<br/></td>
<td>Wild surge +6<br/></td>
<td>311<br/></td>
<td>10<br/></td>
<td>9th<br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td>20th<br/></td>
<td>+15/+10/+5<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+12<br/></td>
<td>Surging euphoria +3<br/></td>
<td>343<br/></td>
<td>11<br/></td>
<td>9th<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are class features of the wilder.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).</p>
</div><div topic='Power Points/Day' level='8'><p><b>Power Points/Day:</b> A wilder's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Wilder. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.</p>
</div><div topic='Powers Known' level='8'><p><b>Powers Known:</b> A wilder begins play knowing one wilder power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.</p><p>Choose the powers known from the wilder power list. (<i>Exception:</i> The feats Expanded Knowledge and Epic Expanded Knowledge do allow a wilder to learn powers from the lists of other classes.) A wilder can manifest any power that has a power point cost equal to or lower than her manifester level.</p><p>The total number of powers a wilder can manifest in a day is limited only by her daily power points.</p><p>A wilder simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.</p><p>The Difficulty Class for saving throws against wilder powers is 10 + the power's level + the wilder's Charisma modifier.</p>
</div><div topic='Maximum Power Level Known' level='8'><p><b>Maximum Power Level Known:</b> A wilder begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.</p><p>To learn or manifest a power, a wilder must have a Charisma score of at least 10 + the power's level.</p>
</div><div topic='Wild Surge' level='8'><p><b>Wild Surge (Su)</b>: A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).</p><p>A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.</p><p>Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.</p><p>This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).</p><p>She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.</p><p>At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.</p><p>In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder's power point reserve.</p>
</div><div topic='Psychic Enervation' level='8'><p><b>Psychic Enervation (Ex):</b> Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.</p><p>A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.</p>
</div><div topic='Elude Touch' level='8'><p><b>Elude Touch (Ex):</b> Starting at 2nd level, a wilder's intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.</p>
</div><div topic='Surging Euphoria' level='8'><p><b>Surging Euphoria (Ex):</b> Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.</p><p>If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.</p><p>At 12th level, the morale bonus on a wilder's attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.</p>
</div><div topic='Volatile Mind' level='8'><p><b>Volatile Mind (Ex):</b> A wilder's temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent.</p><p>The extra cost is not a natural part of that power's cost. It does not augment the power; it is simply a wasted power point. The wilder's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power's cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.</p><p>At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points.</p><p>As a standard action, a wilder can choose to lower this effect for 1 round.</p><p/>
</div>
</div>
</div>
    


name: Cerebremancer
type: prestige, psionic
alignment: any
hit_die: d4
skill_points: 2
skill_points_ability: Int
spell_stat: None
proficiencies: Cerebremancers gain no proficiency with any weapon or armor.
spell_type: Arcane, Psionic
epic_feat_base_level: None
epic_feat_interval: None
epic_feat_list: None
epic_full_text: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: Knowledge (arcana) 6 ranks, Knowledge (psionics) 6 ranks
req_feat: None
req_spells: Able to cast 2nd-level arcane spells
req_languages: None
req_psionics: Able to manifest 2nd-level powers
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PsionicClasses
class_skills:
Concentration, Craft, Decipher Script, Knowledge (arcana) Int, Knowledge (psionics), Profession, Psicraft, Spellcraft

full_text:
      <div topic='Cerebremancer' level='3'><p><h3>Cerebremancer</h3></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d4.</p><p/>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a cerebremancer, a character must fulfill all the following criteria.</p><div topic='Skills' level='8'><p><b>Skills:</b> Knowledge (arcana) 6 ranks, Knowledge (psionics) 6 ranks.</p>
</div><div topic='Spells' level='8'><p><b>Spells:</b> Able to cast 2nd-level arcane spells.</p>
</div><div topic='Psionics' level='8'><p><b>Psionics:</b> Able to manifest 2nd-level powers.</p><p/>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The cerebremancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) Int, Knowledge (psionics) (Int), Profession (Wis), Psicraft (Int), and Spellcraft (Int).</p><div topic='Skill Points at Each Level' level='8'><p><b>Skill Points at Each Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='7' curcol='2'>
<td colspan='6'><b>Table: The Cerebremancer</b><br/></td> 
</tr>

<tr maxcol='7' curcol='7'>
<td><b>Level</b><br/></td>
<td><b>Base Attack Bonus</b><br/></td>
<td><b>Fort Save</b><br/></td>
<td><b>Ref Save</b><br/></td>
<td><b>Will Save</b><br/></td>
<td><b>Spells per Day/Powers Known</b><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>+1 level of existing arcane spellcasting class/+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>+1 level of existing arcane spellcasting class/+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>3rd<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>+1 level of existing arcane spellcasting class/+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>4th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+1 level of existing arcane spellcasting class/+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>5th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+1 level of existing arcane spellcasting class/+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>6th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+1 level of existing arcane spellcasting class/+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>7th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+1 level of existing arcane spellcasting class/+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>8th<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>+1 level of existing arcane spellcasting class/+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>9th<br/></td>
<td>+4<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>+1 level of existing arcane spellcasting class/+1 level of existing manifesting class<br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>10th<br/></td>
<td>+5<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>+1 level of existing arcane spellcasting class/+1 level of existing manifesting class<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are class features of the cerebremancer prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Cerebremancers gain no proficiency with any weapon or armor.</p>
</div><div topic='Spells Per Day/Powers Known' level='8'><p><b>Spells per Day/Powers Known:</b> When a new cerebremancer level is attained, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of cerebremancer to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.</p><p>If a character had more than one arcane spellcasting class or more than one manifesting class before he became a cerebremancer, he must decide to which class he adds each level of cerebremancer for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level.</p><p/>
</div>
</div>
</div>
    


name: Elocater
type: prestige, psionic
alignment: any
hit_die: d6
skill_points: 6
skill_points_ability: Int
spell_stat: None
proficiencies: Elocaters are proficient with all simple and martial weapons and with light armor.
spell_type: Psionic
epic_feat_base_level: None
epic_feat_interval: None
epic_feat_list: None
epic_full_text: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: +3
req_skill: Concentration 8 ranks
req_feat: Mobility, Spring Attack
req_spells: None
req_languages: None
req_psionics: Able to manifest 1st-level powers
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PsionicClasses
class_skills:
Autohypnosis, Balance, Climb, Concentration, Craft, Disable Device, Escape Artist, Gather Information, Hide, Jump, Knowledge (local), Knowledge (psionics), Listen, Move Silently, Open Lock, Perform, Profession, Psicraft, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Psionic Device, Use Rope

full_text:
      <div topic='Elocater' level='3'><p><h3>Elocater</h3></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d6.</p><p/>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become an elocater, a character must fulfill all the following criteria.</p><div topic='Base Attack Bonus' level='8'><p><b>Base Attack Bonus:</b> +3.</p>
</div><div topic='Skills' level='8'><p><b>Skills:</b> Concentration 8 ranks.</p>
</div><div topic='Feats' level='8'><p><b>Feats:</b> Mobility, Spring Attack.</p>
</div><div topic='Psionics' level='8'><p><b>Psionics:</b> Able to manifest 1st-level powers.</p><p/>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The elocater's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (psionics), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex).</p><div topic='Skill Points at Each Level' level='8'><p><b>Skill Points at Each Level:</b> 6 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='8' curcol='2'>
<td colspan='7'><b>Table: The Elocater</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td><b>Level</b><br/></td>
<td><b>Base Attack Bonus</b><br/></td>
<td><b>Fort Save</b><br/></td>
<td><b>Ref Save</b><br/></td>
<td><b>Will Save</b><br/></td>
<td><b>Special</b><br/></td>
<td><b>Powers Known</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>Scorn earth, Sidestep Charge<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>Opportunistic strike +2<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>3rd<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>Dimension step<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>4th<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>Flanker<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>5th<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>Opportunistic strike +4<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>6th<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>Transporter<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>7th<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>Capricious step<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>8th<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>Opportunistic strike +6<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>9th<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>Dimension spring attack<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>10th<br/></td>
<td>+7<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>+7<br/></td>
<td>Accelerated action<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are class features of the elocater prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Elocaters are proficient with all simple and martial weapons and with light armor.</p>
</div><div topic='Powers Known' level='8'><p><b>Powers Known:</b> At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of elocater to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.</p><p>If a character had more than one manifesting class before she became an elocater, she must decide to which class she adds the new level of elocater for the purpose of determining power points per day, powers known, and manifester level.</p>
</div><div topic='Scorn Earth' level='8'><p><b>Scorn Earth (Su):</b> At 1st level, an elocater's feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even 'run' at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round.</p><p>While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the <i>psionic levitate</i> power.</p>
</div><div topic='Sidestep Charge' level='8'><p><b>Sidestep Charge (Ex):</b> At 1st level, an elocater gains Sidestep Charge as a bonus feat, even if she does not meet the prerequisites. If the character already has this feat, she gains no benefit.</p>
</div><div topic='Opportunistic Strike' level='8'><p><b>Opportunistic Strike (Ex):</b> Beginning at 2nd level, an elocater's hyperawareness of spatial relations gives her an instinctive view of the battlefield, which allows her to make a cunning attack against distracted opponents. The elocater gains a +2 insight bonus on her attack roll and her damage roll (if the attack hits) for the first attack she makes against an opponent that has been dealt damage in melee by another character since the elocater's last action. At 5th level the insight bonus increases to +4, and at 8th level the insight bonus increases to +6.</p>
</div><div topic='Dimension Step' level='8'><p><b>Dimension Step (Su):</b> An elocater of 3rd level or higher can slip psionically between spaces as if using the <i>psionic dimension door</i> power, once per day. The elocater cannot bring any other creatures with her. Her manifester level for this effect is equal to her elocater level.</p>
</div><div topic='Flanker' level='8'><p><b>Flanker (Ex):</b> An elocater of 4th level or higher can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.</p>
</div><div topic='Transporter' level='8'><p><b>Transporter (Ex):</b> At 6th level, an elocater learns both <i>psionic teleport</i> and <i>psionic plane shift</i>. These powers are in addition to any powers the elocater normally learns by advancing a level.</p><p>The elocater treats these powers as if they were 3rd-level powers on her class list. This means, among other things, that manifesting these powers costs 5 power points. (If the character does not have a high enough manifester level to manifest 3rd-level powers the character cannot manifest these powers until she has attained the required manifester level.)</p>
</div><div topic='Capricious Step' level='8'><p><b>Capricious Step (Ex):</b> At 7th level, an elocater can take an extra 5-foot step in any round when she doesn't perform any other movement (except for the first 5-foot step). Like the first, the second 5-foot step does not provoke attacks of opportunity. The character can take the extra 5-foot step immediately after taking the first, or wait until the end of her other actions for the round. In all other ways, the rules for taking a 5-foot step apply.</p>
</div><div topic='Dimension Spring Attack' level='8'><p><b>Dimension Spring Attack (Su):</b> An elocater of 9th level or higher can use her dimension step ability in conjunction with her Spring Attack feat once per day. This ability can be used only against opponents within 60 feet to which the elocater has line of sight. She can dimension step up to the target, use Spring Attack, and then use dimension step to return to her starting point. (When she uses this ability, the total distance she can travel before and after the attack is not limited by her speed.) The use of this ability counts as her use of the dimension step ability on that day (and this ability is not available during a day when she has already used dimension step).</p>
</div><div topic='Accelerated Action' level='8'><p><b>Accelerated Action (Su):</b> When she attains 10th level, an elocater can accelerate herself and thereby take more actions than normal. An elocater can accelerate herself for a total of 5 rounds per day. She can choose to parcel out her accelerated actions in 1-round increments. (This effect is not cumulative with similar effects that provide additional actions, such as <i>schism</i> or a <i>haste</i> spell-and in fact an elocater can't take an accelerated action if affected by these or similar effects.)</p><p>If she makes a full attack while accelerated, an elocater can make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. If the elocater uses her accelerated action to move, she gains an enhancement bonus to her speed of +30 feet. The elocater can use her accelerated action to manifest a power, as long as she has not already manifested a power in the current round and the one she wants to manifest has a manifesting time of 1 standard action or shorter. While accelerated, she gains a +2 dodge bonus on attack rolls and Reflex saves and a +2 dodge bonus to Armor Class. Any condition that makes her lose her Dexterity bonus to Armor Class (if any) also makes her lose these dodge bonuses.</p><p/>
</div>
</div>
</div>
    


name: Psionic Fist
type: prestige, psionic
alignment: any
hit_die: d6
skill_points: 4
skill_points_ability: Int
spell_stat: None
proficiencies: Psionic Fists gain no proficiency with any weapon or armor.
spell_type: Psionic
epic_feat_base_level: None
epic_feat_interval: None
epic_feat_list: None
epic_full_text: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: +4
req_skill: Concentration 9 ranks
req_feat: Wild Talent
req_spells: None
req_languages: None
req_psionics: None
req_epic_feat: None
req_special: Still mind class feature
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PsionicClasses
class_skills:
Autohypnosis, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (psionics), Knowledge (religion), Listen, Move Silently, Psicraft, Sense Motive, Spot, Tumble

full_text:
      <div topic='Psionic Fist' level='3'><p><h3>Psionic Fist</h3></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d6.</p><p/>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a Psionic Fist, a character must fulfill all the following criteria.</p><div topic='Base Attack Bonus' level='8'><p><b>Base Attack Bonus:</b> +4.</p>
</div><div topic='Skill' level='8'><p><b>Skill:</b> Concentration 9 ranks.</p>
</div><div topic='Feat' level='8'><p><b>Feat:</b> Wild Talent.</p>
</div><div topic='Special' level='8'><p><b>Special:</b> Still mind class feature.</p><p/>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The Psionic Fist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex).</p><div topic='Skill Points at Each Level' level='8'><p><b>Skill Points at Each Level:</b> 4 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='10' curcol='2'>
<td colspan='9'><b>Table: The Psionic Fist</b><br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td><b>Level</b><br/></td>
<td><b>Base Attack Bonus</b><br/></td>
<td><b>Fort Save</b><br/></td>
<td><b>Ref Save</b><br/></td>
<td><b>Will Save</b><br/></td>
<td><b>Special</b><br/></td>
<td><b>Points/Day</b><br/></td>
<td><b>Powers Known</b><br/></td>
<td><b>Level Known</b><br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>Monk abilities<br/></td>
<td>1<br/></td>
<td>1<br/></td>
<td>1st<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>-<br/></td>
<td>3<br/></td>
<td>2<br/></td>
<td>1st<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>3rd<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>-<br/></td>
<td>6<br/></td>
<td>3<br/></td>
<td>2nd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>4th<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>-<br/></td>
<td>10<br/></td>
<td>4<br/></td>
<td>2nd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>5th<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>Bonus psionic feat<br/></td>
<td>15<br/></td>
<td>5<br/></td>
<td>3rd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>6th<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>-<br/></td>
<td>23<br/></td>
<td>6<br/></td>
<td>3rd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>7th<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>-<br/></td>
<td>31<br/></td>
<td>7<br/></td>
<td>4th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>8th<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>-<br/></td>
<td>43<br/></td>
<td>8<br/></td>
<td>4th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>9th<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>-<br/></td>
<td>55<br/></td>
<td>9<br/></td>
<td>5th<br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td>10th<br/></td>
<td>+7<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>+7<br/></td>
<td>Bonus psionic feat<br/></td>
<td>71<br/></td>
<td>10<br/></td>
<td>5th<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are class features of the Psionic Fist prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Psionic Fists gain no proficiency with any weapon or armor.</p>
</div><div topic='Monk Abilities' level='8'><p><b>Monk Abilities:</b> A Psionic Fist's class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.</p>
</div><div topic='Power Points/Day' level='8'><p><b>Power Points/Day:</b> A Psionic Fist can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psionic Fist. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. If a Psionic Fist has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.</p>
</div><div topic='Powers Known' level='8'><p><b>Powers Known:</b> A Psionic Fist chooses his powers from the psychic warrior power list. At 1st level, a Psionic Fist knows one psychic warrior power of your choice. Each time he attains a new level, he learns one new power. A Psionic Fist can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a Psionic Fist can manifest per day is limited only by his daily power points.</p><p>A Psionic Fist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters pre pare their spells), though he must get a good night's sleep each day to regain all his spent power points.</p><p>The Difficulty Class for saving throws against Psionic Fist powers is 10 + the power's level + the Psionic Fist's Wisdom modifier.</p>
</div><div topic='Maximum Power Level Known' level='8'><p><b>Maximum Power Level Known:</b> A Psionic Fist gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each new odd-numbered level, a Psionic Fist gains the ability to master more complex powers.</p><p>To learn or manifest a power, a Psionic Fist must have a Wisdom score of at least 10 + the power's level.</p>
</div><div topic='Bonus Psionic Feat' level='8'><p><b>Bonus Psionic Feat:</b> At 5th and 10th level, a Psionic Fist can take any psionic feat as a bonus feat. He must still meet the prerequisites for the feat.</p>
</div><div topic='Multiclass Note' level='8'><p><b>Multiclass Note:</b> A monk who becomes a Psionic Fist may continue advancing as a monk.</p><p/>
</div>
</div>
</div>
    


name: Slayer
type: prestige, psionic
alignment: any
hit_die: d8
class_skills: Bluff, Concentration, Knowledge (dungeoneering), Listen, Psicraft, Sense Motive, Spot, Survival
skill_points: 4
skill_points_ability: Int
spell_stat: None
proficiencies: Slayers are proficient with all simple and martial weapons and with all types of armor.
spell_type: Psionic
epic_feat_base_level: None
epic_feat_interval: None
epic_feat_list: None
epic_full_text: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: +4
req_skill: Knowledge (dungeoneering) 4 ranks
req_feat: Track
req_spells: None
req_languages: None
req_psionics: Must have a power point reserve of at least 1 power point
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PsionicClasses
full_text:
      <div topic='Slayer' level='3'><p><h3>Slayer</h3></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d8.</p><p/>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a slayer, a character must fulfill all the following criteria.</p><div topic='Base Attack Bonus' level='8'><p><b>Base Attack Bonus:</b> +4.</p>
</div><div topic='Skill' level='8'><p><b>Skill:</b> Knowledge (dungeoneering) 4 ranks.</p>
</div><div topic='Feat' level='8'><p><b>Feat:</b> Track.</p>
</div><div topic='Psionics' level='8'><p><b>Psionics:</b> Must have a power point reserve of at least 1 power point.</p><p/>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The slayer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Knowledge (dungeoneering) (Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis).</p><div topic='Skill Points at Each Level' level='8'><p><b>Skill Points at Each Level:</b> 4 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='8' curcol='2'>
<td colspan='7'><b>Table: The Slayer</b><br/></td> 
</tr>

<tr maxcol='8' curcol='8'>
<td><b>Level</b><br/></td>
<td><b>Base Attack Bonus</b><br/></td>
<td><b>Fort Save</b><br/></td>
<td><b>Ref  Save</b><br/></td>
<td><b>Will Save</b><br/></td>
<td><b>Special</b><br/></td>
<td><b>Powers Known</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>1st<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>Favored enemy +2, enemy sense<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>2nd<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>Brain nausea<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>3rd<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>Lucid buffer<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>4th<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Favored enemy +4<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>5th<br/></td>
<td>+5<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>-<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>6th<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>Cerebral blind<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>7th<br/></td>
<td>+7<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>Favored enemy +6<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>8th<br/></td>
<td>+8<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>Breach power resistance<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>9th<br/></td>
<td>+9<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>Cerebral immunity<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>10th<br/></td>
<td>+10<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>Blast feedback, favored enemy +8<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are class features of the slayer prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Slayers are proficient with all simple and martial weapons and with all types of armor.</p>
</div><div topic='Powers Known' level='8'><p><b>Powers Known:</b> Beginning at 2nd level, a slayer gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of slayer to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.</p><p>If a character had more than one manifesting class before she became a slayer, she must decide to which class she adds the new level of slayer for the purpose of determining power points per day, powers known, and manifester level.</p><p>If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels.</p>
</div><div topic='Favored Enemy' level='8'><p><b>Favored Enemy (Ex):</b> When she enters the class, a slayer formally declares a type of psionic creature as the enemy she detests above all others. Due to her extensive study of her foes and training in the proper techniques for combating them, she gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against her favored enemy.</p><p>Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind. At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8.</p>
</div><div topic='Enemy Sense' level='8'><p><b>Enemy Sense (Su):</b> A slayer can sense the presence of her favored enemy within 60 feet of herself, even if they are hidden by darkness or walls, but she cannot discern their exact location.</p>
</div><div topic='Brain Nausea' level='8'><p><b>Brain Nausea (Su):</b> At 2nd level, a slayer gains a constant defensive ability somewhat similar to the <i>aversion</i> power. Any creature that attempts to eat the slayer's brain must succeed on a Will save (DC 15 + slayer's class level) or become disinclined to do so for 24 hours thereafter. A creature that fails this save may take any action it desires except extracting the slayer's brain (but does not realize it is being so affected). This ability is active even if the slayer is unconscious, stunned, or otherwise helpless.</p>
</div><div topic='Lucid Buffer' level='8'><p><b>Lucid Buffer (Ex):</b> At 3rd level, a slayer becomes especially skilled at resisting mental attacks. She gains a +4 competence bonus on saving throws against all compulsions and mind-affecting effects. This ability is active even if the slayer is unconscious, stunned, or otherwise helpless.</p>
</div><div topic='Cerebral Blind' level='8'><p><b>Cerebral Blind (Su):</b> After reaching 6th level, a slayer is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by clairsentience powers or effects that reveal location.</p><p>The ability even foils <i>bend reality</i>,  <i>limited wish</i>,  <i>miracle</i>,  <i>reality revision</i>,  and <i>wish</i> when they are used to gain information about the slayer's location (however, <i>metafaculty</i> can pierce this protective barrier). In the case of <i>remote viewing</i> or <i>scrying</i> that scans an area a slayer is in, the effect works, but the slayer simply isn't detected. <i>remote viewing</i> or <i>scrying</i> attempts that are targeted specifically at a slayer do not work. This ability is active as long as the slayer is psionically focused.</p>
</div><div topic='Breach Power Resistance' level='8'><p><b>Breach Power Resistance (Su):</b> A slayer of 8th level or higher can enhance her weapon with psionic might. Each successful melee attack (or ranged attack if the target is within 30 feet) she makes with her weapon against a creature with power resistance temporarily reduces its power resistance by 1. Unless the creature is slain, its lost power resistance returns all at once 12 hours later. This ability is active as long as the slayer is psionically focused.</p>
</div><div topic='Cerebral Immunity' level='8'><p><b>Cerebral Immunity (Su):</b> On reaching 9th level, a slayer gains protection from all devices, powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the slayer can selectively allow powers or spells to affect her). The ability even foils <i>bend reality</i>, <i>limited wish</i>, <i>miracle</i>,  <i>reality revision</i>, and <i>wish</i> when they are used to mentally influence a slayer. This ability is active as long as the slayer is psionically focused.</p>
</div><div topic='Blast Feedback' level='8'><p><b>Blast Feedback (Su):</b> At 10th level, if a slayer makes her saving throw when attacked with <i>mind blast</i>,  the <i>mind blast</i> rebounds upon the attacker. Only the original attacker is targeted in the rebound effect. If the original attacker fails a Will saving throw (DC equal to that of the original attack), the attacker is affected normally by the <i>mind blast</i>.</p><p/>
</div>
</div>
</div>
    


name: Metamind
type: prestige, psionic
alignment: any
hit_die: d4
class_skills: Autohypnosis, Concentration, Craft (any), Knowledge (psionics), Psicraft
skill_points: 2
skill_points_ability: Int
spell_stat: None
proficiencies: Metaminds gain no proficiency with any weapon or armor.
spell_type: Psionic
epic_feat_base_level: None
epic_feat_interval: None
epic_feat_list: None
epic_full_text: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: Knowledge (psionics) 8 ranks, Psicraft 4 ranks
req_feat: Psicrystal Affinity
req_spells: None
req_languages: None
req_psionics: Manifester level 4th
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PsionicClasses
full_text:
      <div topic='Metamind' level='3'><p><h3>Metamind</h3></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d4.</p><p/>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a metamind, a character must fulfill all the following criteria.</p><div topic='Skills' level='8'><p><b>Skills:</b> Knowledge (psionics) 8 ranks, Psicraft 4 ranks.</p>
</div><div topic='Feat' level='8'><p><b>Feat:</b> Psicrystal Affinity.</p>
</div><div topic='Psionics' level='8'><p><b>Psionics:</b> Manifester level 4th.</p><p/>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The metamind's class skills are Autohypnosis (Wis), Concentration* (Con), Craft (any) (Int), Knowledge (psionics), and Psicraft (Int).</p><div topic='Skill Points at Each Level' level='8'><p><b>Skill Points at Each Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='8' curcol='2'>
<td colspan='7'><b>Table: The Metamind</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td><b>Level</b><br/></td>
<td><b>Base Attack Bonus</b><br/></td>
<td><b>Fort Save</b><br/></td>
<td><b>Ref Save</b><br/></td>
<td><b>Will Save</b><br/></td>
<td><b>Special</b><br/></td>
<td><b>Powers Known</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>Free manifesting 1st, 3/day<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>Cognizance psicrystal 5 points<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>3rd<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>Free manifesting 2nd, 3/day<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>4th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Cognizance psicrystal 7 points<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>5th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Free manifesting 3rd, 1/day<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>6th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>Cognizance psicrystal 9 points<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>7th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>Free manifesting 4th, 1/day<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>8th<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>Cognizance psicrystal 11 points<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>9th<br/></td>
<td>+4<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>Free manifesting 5th, 1/day<br/></td>
<td>-<br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>10th<br/></td>
<td>+5<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>Font of power<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are class features of the metamind prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Metaminds gain no proficiency with any weapon or armor.</p>
</div><div topic='Powers Known' level='8'><p><b>Powers Known:</b> At every even-numbered level, a metamind gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of metamind to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.</p><p>If a character had more than one manifesting class before he became a metamind, he must decide to which class he adds the new level of metamind for the purpose of determining power points per day, powers known, and manifester level.</p>
</div><div topic='Free Manifesting' level='8'><p><b>Free Manifesting (Ps):</b> At 1st level, a metamind can manifest any 1st-level power he knows for free (without spending power points) three times per day.</p><p>At higher levels, a metamind gains the ability to freely manifest additional higher-level powers: three 2nd-level powers per day at 3rd level; one 3rd-level power per day at 5th level; one 4th-level power per day at 7th level; and one 5th-level power per day at 9th level.</p><p>This benefit applies only to the power point cost of an unaugmented power. Points spent to augment a power and an experience point cost (if any) must be paid as normal.</p>
</div><div topic='Cognizance Psicrystal' level='8'><p><b>Cognizance Psicrystal (Ex):</b> At 2nd level, a metamind masters the trick of storing excess power points in a psicrystal. The psicrystal is now treated as a <i>cognizance crystal</i> capable of storing 5 power points, in addition to its psicrystal abilities. At every even-numbered level, a metamind becomes able to store an additional 2 power points in his psicrystal, to a maximum of 11 points at 8th level.</p>
</div><div topic='Font of Power' level='8'><p><b>Font of Power (Ps):</b> A 10th-level metamind can act as a living <i>cognizance crystal</i>,  producing seemingly endless power points once per day, for up to 1 minute. His eyes shine like tiny stars, and faint illumination seems to beam out of his mouth and the end of each of his fingers. While so empowered, he can manifest any of his powers without drawing from his power point reserve. He finds the power points he needs welling up within his own body.</p><p>If a metamind using this ability enters a metaconcert, his power point reserve is accessed normally for the purpose of his contributing to the pool.</p><p/>
</div>
</div>
</div>
    


name: Psion Uncarnate
type: prestige, psionic
alignment: any
hit_die: d4
skill_points: 2
skill_points_ability: Int
spell_stat: None
proficiencies: Psion uncarnates gain no proficiency with any weapon or armor.
spell_type: Psionic
epic_feat_base_level: None
epic_feat_interval: None
epic_feat_list: None
epic_full_text: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: Knowledge (psionics) 8 ranks, Psicraft 8 ranks
req_feat: Psionic Body
req_spells: None
req_languages: None
req_psionics: Able to manifest 3rd-level powers
req_epic_feat: None
req_special: Must have had some instruction by another psion uncarnate
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PsionicClasses
class_skills:
Autohypnosis, Bluff, Concentration, Craft (any), Disguise, Knowledge (the planes), Knowledge (psionics), Psicraft, Sense Motive

full_text:
      <div topic='Psion Uncarnate' level='3'><p><h3>Psion Uncarnate</h3></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d4.</p><p/>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a psion uncarnate, a character must fulfill all the following criteria.</p><div topic='Skills' level='8'><p><b>Skills:</b> Knowledge (psionics) 8 ranks, Psicraft 8 ranks.</p>
</div><div topic='Feat' level='8'><p><b>Feat:</b> Psionic Body.</p>
</div><div topic='Psionics' level='8'><p><b>Psionics:</b> Able to manifest 3rd-level powers.</p>
</div><div topic='Special' level='8'><p><b>Special:</b> Must have had some instruction by another psion uncarnate.</p><p/>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The psion uncarnate's class skills are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (any) (Int), Disguise (Cha), Knowledge (the planes) (Int), Knowledge (psionics) (Int), Psicraft (Int), and Sense Motive (Wis).</p><div topic='Skill Points at Each Level' level='8'><p><b>Skill Points at Each Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='8' curcol='2'>
<td colspan='7'><b>Table: The Psion Uncarnate</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td><b>Level</b><br/></td>
<td><b>Base Attack Bonus</b><br/></td>
<td><b>Fort Save</b><br/></td>
<td><b>Ref Save</b><br/></td>
<td><b>Will Save</b><br/></td>
<td><b>Special</b><br/></td>
<td><b>Powers Known</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>Incorporeal touch 1d6, uncarnate armor<br/></td>
<td>-<br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>Shed body 1/day<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>3rd<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>Assume equipment<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>4th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Assume likeness<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>5th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Incorporeal touch 2d6<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>6th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>Shed body 2/day<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>7th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>Telekinetic force<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>8th<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>Uncarnate bridge<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>9th<br/></td>
<td>+4<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>Incorporeal touch 3d6<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>10th<br/></td>
<td>+5<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>Uncarnate<br/></td>
<td>-<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are class features of the psion uncarnate prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Psion uncarnates gain no proficiency with any weapon or armor.</p>
</div><div topic='Powers Known' level='8'><p><b>Powers Known:</b> At every level indicated on Table: The Psion Uncarnate, a psion uncarnate gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of psion uncarnate to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.</p><p>If a character had more than one manifesting class before he became a psion uncarnate, he must decide to which class he adds the new level of psion uncarnate for the purpose of determining power points per day, powers known, and manifester level.</p>
</div><div topic='Incorporeal Touch' level='8'><p><b>Incorporeal Touch (Su):</b> Beginning at 1st level, a psion uncarnate can make up to three melee touch attacks per day that each deal 1d6 points of damage if they hit. The character's Strength modifier is not applied to this attack, but it is effective against incorporeal creatures (and against corporeal creatures while the psion uncarnate is incorporeal) The character's hand and arm seem to become slightly translucent when he makes these attacks. A miss still counts as a use of the ability.</p><p>While uncarnate (see below), a psion uncarnate can make melee touch attacks at will that do not count against his uses of this ability.</p><p>For every four levels higher than 1st the psion uncarnate attains, the damage on these attacks increases by 1d6 points.</p>
</div><div topic='Uncarnate Armor' level='8'><p><b>Uncarnate Armor (Su):</b> A psion uncarnate wearing armor (or using <i>inertial armor</i> or a similar effect) gets his armor bonus to AC even when he becomes incorporeal (see Shed Body, below). However, unlike other incorporeal creatures, a psion uncarnate does not gain a deflection bonus to Armor Class from his Charisma modifier. This ability works even if the armor being worn becomes incorporeal (such as through the use of the assume equipment ability described below).</p>
</div><div topic='Shed Body' level='8'><p><b>Shed Body (Su):</b> Starting at 2nd level, a psion uncarnate can become incorporeal (or 'uncarnate') once per day as a standard action. The character can remain uncarnate for up to 1 minute. During this time, the character's body fades into an immaterial form that retains the character's basic likeness. While uncarnate, the character gains the incorporeal subtype (see below). He gains a fly speed equal to his land speed (perfect maneuverability). His material armor remains in place and continues to provide its armor bonus to AC (see Uncarnate Armor, above). His material weapons also remain corporeal. Losing his physical form allows the character to more easily access his mental abilities, and he gains a +1 bonus on all save DCs for powers he manifests while uncarnate.</p><p>He can use equipment normally, deriving benefits from items that enhance his capabilities; however, all his equipment remains material even when the character is uncarnate (but see the assume equipment ability, described below).</p><p>Often, a psion uncarnate appears almost like a ghost wearing items of the material world. This doesn't make his equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment, he can pass through solid objects at will as described below.</p><p>At 6th level and higher, a psion uncarnate can shed his body twice per day for up to 1 minute each time.</p><p><i>Incorporeal Subtype:</i> An incorporeal psion uncarnate has no physical body. He can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. He is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, he has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects,  or attacks made with <i>ghost touch</i> weapons).</p><p>An incorporeal psion uncarnate has no natural armor bonus-and, unlike other incorporeal creatures, does not gain a deflection bonus from his Charisma modifier. An incorporeal psion uncarnate can enter or pass through solid objects (subject to the restrictions described in the shed body and assume equipment abilities), but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than his own. He can sense the presence of creatures or objects within a square adjacent to his current location, but enemies have total concealment (50% miss chance) from an incorporeal psion uncarnate that is inside an object. To see farther from the object he is in and attack normally, the incorporeal psion uncarnate must emerge. An incorporeal psion uncarnate inside an object has total cover, but when he attacks a creature outside the object he only has cover, so a creature outside with a readied action could strike at him as he attacks. An incorporeal psion uncarnate cannot pass through a force effect.</p><p>An incorporeal psion uncarnate's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects work normally against him. He can pass through and operate in water as easily as he does in air. An incorporeal psion uncarnate cannot fall or take falling damage. He cannot make trip or grapple attacks, nor can he be tripped or grappled. In fact, he cannot take any physical action that would move or manipulate an opponent or its equipment, nor is he subject to such actions.</p><p>Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attack rolls and its ranged attack rolls. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.</p>
</div><div topic='Assume Equipment' level='8'><p><b>Assume Equipment (Su):</b> Beginning at 3rd level, a psion uncarnate can designate a number of pieces of his worn equipment (including armor and weapons) equal to his psion uncarnate level to become incorporeal when he uses his shed body ability. This has no effect on the equipment's function, but now when the psion uncarnate is incorporeal, he can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations as he desires.</p>
</div><div topic='Assume Likeness' level='8'><p><b>Assume Likeness (Su):</b> At 4th level and higher, while incorporeal, a psion uncarnate can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The character's abilities do not change, but he appears to be the creature that he assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who might wonder at his true nature. Each physical interaction with a creature requires a successful Bluff check (opposed by the creature's Sense Motive check) to convince the creature of the psion uncarnate's new appearance. The psion uncarnate must not do anything to give away his true (incorporeal) nature in order for the bluff to be successful; for instance, if he accepts an item from another creature only to have it fall through his immaterial hands, the Bluff check automatically fails. However, a Bluff check would be allowed if the psion uncarnate uses his telekinetic force ability (see below) to hold the received item.</p><p>When using his assume likeness ability, a psion uncarnate has an additional +10 circumstance bonus on Disguise checks. If he can read an opponent's mind, he gets a further +4 circumstance bonus on Bluff and Disguise checks.</p>
</div><div topic='Telekinetic Force' level='8'><p><b>Telekinetic Force (Su):</b> Beginning at 7th level, while incorporeal, a psion uncarnate can use a telekinetic force effect as a standard action that does not provoke attacks of opportunity. The save DC is equal to 14 + the psion uncarnate's key ability modifier (either Int, Wis, or Cha). The character's manifester level is the manifester level of the effect.</p><p>Even while corporeal, a psion uncarnate can use this ability, but only three times per day (uses while he is uncarnate do not count against this use limit).</p>
</div><div topic='Uncarnate Bridge' level='8'><p><b>Uncarnate Bridge (Su):</b> At 8th level, as a creature of almost pure mind, a psion uncarnate becomes more closely attuned to the minds of other creatures. He gains the ability to transport himself via the minds of living creatures. Once per day as a standard action while incorporeal, he can seamlessly enter any living creature with an Intelligence score and pass to another living creature with an Intelligence score that is within line of sight of the first creature.</p><p>The psion uncarnate must be in a space adjacent to the entry creature before transporting, and he appears in a space adjacent to the destination creature after transporting. The entry and destination creatures need not be familiar to the character. A psion uncarnate cannot use himself as the entry or destination creature. Neither creature need be a willing participant.</p><p>When exiting the destination creature, the psion uncarnate chooses an adjacent square in which to appear. Entering and leaving a creature is painless, unless the psion uncarnate wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a mental bridge surprising and quite unsettling.</p><p>If he desires, a psion uncarnate can destructively exit the destination creature. If the creature fails a Will save (DC 15 + psion uncarnate's key ability modifier), the exiting psion uncarnate tunes his mental form to destructively interfere with the target's mind. He bursts forth explosively from the creature's body, dealing it 10d6 points of damage.</p>
</div><div topic='Uncarnate' level='8'><p><b>Uncarnate (Ex):</b> At 10th level, a psion uncarnate becomes a being of pure psionic consciousness. This ability is similar to shed body, except the character is permanently incorporeal (and gains that subtype). If the character desires, he can become corporeal once per day for up to 1 minute, but he spends the rest of his time as an entity of mind untethered by the physical world.</p><p/>
</div>
</div>
</div>
    


name: Pyrokineticist
type: prestige, psionic
alignment: chaotic good, chaotic neutral, chaotic evil
hit_die: d8
class_skills: Climb, Concentration, Craft (any), Intimidate, Jump, Psicraft
skill_points: 2
skill_points_ability: Int
spell_stat: None
proficiencies: Pyrokineticists gain no proficiency with any weapon or armor.
spell_type: None
epic_feat_base_level: None
epic_feat_interval: None
epic_feat_list: None
epic_full_text: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks
req_feat: None
req_spells: None
req_languages: None
req_psionics: Must have a power point reserve of at least 1 power point
req_epic_feat: None
req_special: Must have set fire to a structure of any size just to watch it burn
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PsionicClasses
full_text:
      <div topic='Pyrokineticist' level='3'><p><h3>Pyrokineticist</h3></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d8.</p><p/>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a pyrokineticist, a character must fulfill all the following criteria.</p><div topic='Alignment' level='8'><p><b>Alignment:</b> Any chaotic.</p>
</div><div topic='Skills' level='8'><p><b>Skills:</b> Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks.</p>
</div><div topic='Psionics' level='8'><p><b>Psionics:</b> Must have a power point reserve of at least 1 power point.</p>
</div><div topic='Special' level='8'><p><b>Special:</b> Must have set fire to a structure of any size just to watch it burn.</p><p/>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The pyrokineticist's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), and Psicraft (Int).</p><div topic='Skill Points at Each Level' level='8'><p><b>Skill Points at Each Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='7' curcol='2'>
<td colspan='6'><b>Table: The Pyrokineticist</b><br/></td> 
</tr>

<tr maxcol='7' curcol='7'>
<td><b>Level</b><br/></td>
<td><b>Base Attack Bonus</b><br/></td>
<td><b>Fort Save</b><br/></td>
<td><b>Ref Save</b><br/></td>
<td><b>Will Save</b><br/></td>
<td><b>Special</b><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td><i>Fire lash</i><br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+0<br/></td>
<td>Fire adaptation, <i>hand afire</i><br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>3rd<br/></td>
<td>+2<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td><i>Bolt of fire</i><br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>4th<br/></td>
<td>+3<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td><i>Weapon afire</i><br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>5th<br/></td>
<td>+3<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td><i>Nimbus</i><br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>6th<br/></td>
<td>+4<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>Firewalk<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>7th<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>Fear no fire<br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>8th<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td><i>Greater weapon afire</i><br/></td>

</tr>
<tr maxcol='7' curcol='7'>
<td>9th<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td><i>Heat death</i><br/></td>

</tr>

<tr maxcol='7' curcol='7'>
<td>10th<br/></td>
<td>+7<br/></td>
<td>+7<br/></td>
<td>+7<br/></td>
<td>+3<br/></td>
<td><i>Conflagration</i><br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are class features of the pyrokineticist prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Pyrokineticists gain no proficiency with any weapon or armor.</p>
</div><div topic='Fire Lash' level='8'><p><b><i>Fire Lash</i> (Ps):</b> A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it.</p>
</div><div topic='Fire Adaptation' level='8'><p><b>Fire Adaptation (Ex):</b> At 2nd level, a pyrokineticist becomes resistant to fire, gaining a +4 bonus on all saving throws against fire and heat spells and effects. In addition, she gains fire resistance 10.</p>
</div><div topic='Hand Afire' level='8'><p><b><i>Hand Afire</i> (Ps):</b> A pyrokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyrokineticist's hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage.</p>
</div><div topic='Bolt of Fire' level='8'><p><b><i>Bolt of Fire</i> (Ps):</b> Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyro has.</p>
</div><div topic='Weapon Afire' level='8'><p><b><i>Weapon Afire</i> (Ps):</b> At 4th level and higher, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the pyrokineticist wields it.</p>
</div><div topic='Nimbus' level='8'><p><b><i>Nimbus</i> (Ps):</b> Beginning at 5th level, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither the pyrokineticist nor her equipment engulf her entire body. While she is aflame, the character's Charisma score increases by 4, she can make a melee touch attack for 2d6 points of fire damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of fire damage. This ability lasts for up to 1 minute per pyrokineticist level and is usable once per day.</p>
</div><div topic='Firewalk' level='8'><p><b>Firewalk (Su):</b> Beginning at 6th level, as a free action a pyrokineticist can expend her psionic focus (see the Concentration skill description) to literally walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A firewalking pyro leaves footprints of flame in the air that disperse in 2 rounds, but her tread does not deal damage. She must pay 1 power point per round spent traveling in this fashion.</p>
</div><div topic='Fear No Fire' level='8'><p><b>Fear No Fire (Ex):</b> At 7th level, a pyrokineticist becomes highly resistant to fire, gaining a +8 bonus on all saving throws against fire and heat spells and effects and also gaining fire resistance 20.</p>
</div><div topic='Greater Weapon Afire' level='8'><p><b><i>Greater Weapon Afire</i> (Ps):</b> At 8th level, when a pyrokineticist activates her hand afire ability or her weapon afire ability, her unarmed attack or weapon deals an extra 4d6 points of fire damage instead of 2d6. Touch attacks made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6.</p>
</div><div topic='Heat Death' level='8'><p><b><i>Heat Death</i> (Ps):</b> A pyrokineticist who reaches 9th level can expend her psionic focus and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + pyro's Cha modifier) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes 4d8 points of fire damage from the heat.</p>
</div><div topic='Conflagration' level='8'><p><b><i>Conflagration</i> (Ps):</b> At 10th level, a pyrokineticist gains the ability to create a massive burst of raging flames around herself, burning everything in the area. Once per day, as a standard action, she can use this ability to deal 15d6 points of fire damage in a 30-foot-radius burst emanating from herself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + pyro's Cha modifier) for half damage. Anyone failing the Reflex save against the <i>Conflagration</i> must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense heat.</p><p/>
</div>
</div>
</div>
    


name: Thrallherd
type: prestige, psionic
alignment: any
hit_die: d4
skill_points: 2
skill_points_ability: Int
spell_stat: None
proficiencies: Thrallherds gain no proficiency with any weapon or armor.
spell_type: Psionic
epic_feat_base_level: None
epic_feat_interval: None
epic_feat_list: None
epic_full_text: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: None
req_skill: Diplomacy 4 ranks, Knowledge (psionics) 8 ranks
req_feat: Inquisitor
req_spells: None
req_languages: None
req_psionics: Manifester level 5th and able to manifest mindlink
req_epic_feat: None
req_special: None
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PsionicClasses
class_skills:
Autohypnosis, Bluff, Concentration, Craft (any), Diplomacy, Knowledge (psionics), Psicraft, Sense Motive

full_text:
      <div topic='Thrallherd' level='3'><p><h3>Thrallherd</h3></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d4.</p><p/>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a thrallherd, a character must fulfill all the following criteria.</p><div topic='Skills' level='8'><p><b>Skills:</b> Diplomacy 4 ranks, Knowledge (psionics) 8 ranks.</p>
</div><div topic='Feat' level='8'><p><b>Feat:</b> Inquisitor.</p>
</div><div topic='Psionics' level='8'><p><b>Psionics:</b> Manifester level 5th and able to manifest <i>mindlink</i>.</p><p/>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The thrallherd's class skills are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Knowledge (psionics), Psicraft (Int), and Sense Motive (Wis).</p><div topic='Skill Points at Each Level' level='8'><p><b>Skill Points at Each Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='8' curcol='2'>
<td colspan='7'><b>Table: The Thrallherd</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td><b>Level</b><br/></td>
<td><b>Base Attack Bonus</b><br/></td>
<td><b>Fort Save</b><br/></td>
<td><b>Ref Save</b><br/></td>
<td><b>Will Save</b><br/></td>
<td><b>Special</b><br/></td>
<td><b>Powers Known</b><br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>1st<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+2<br/></td>
<td>Thrallherd<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>2nd<br/></td>
<td>+1<br/></td>
<td>+0<br/></td>
<td>+0<br/></td>
<td>+3<br/></td>
<td>-<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>3rd<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+3<br/></td>
<td>Psionic charm<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>4th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>-<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>5th<br/></td>
<td>+2<br/></td>
<td>+1<br/></td>
<td>+1<br/></td>
<td>+4<br/></td>
<td>Psionic dominate<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>6th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>-<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>7th<br/></td>
<td>+3<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+5<br/></td>
<td>Greater dominate<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>8th<br/></td>
<td>+4<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+6<br/></td>
<td>-<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>
<tr maxcol='8' curcol='8'>
<td>9th<br/></td>
<td>+4<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+6<br/></td>
<td>Superior dominate<br/></td>
<td>+1 level of existing manifesting class<br/></td>

</tr>

<tr maxcol='8' curcol='8'>
<td>10th<br/></td>
<td>+5<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+7<br/></td>
<td>Twofold master<br/></td>
<td>-<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are class features of the thrallherd prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> Thrallherds gain no proficiency with any weapon or armor.</p>
</div><div topic='Powers Known' level='8'><p><b>Powers Known:</b> At every level from 2nd through 9th, a thrallherd gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of thrallherd to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.</p><p>If a character had more than one manifesting class before she became a thrallherd, she must decide to which class she adds the new level of thrallherd for the purpose of determining power points per day, powers known, and manifester level.</p>
</div><div topic='Thrallherd' level='8'><p><b>Thrallherd (Ex):</b> A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat, but with some important differences.</p><p>Those who answer a thrallherd's call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants.</p><p>As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd's Leadership score is equal to her character level + her Cha modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat.</p><p>As with the Leadership feat, the called thrall's level is limited, even if the character's Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character's total level minus 1 (not level minus 2, as is true for cohorts).</p><p>A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A thrallherd's first thrall and believers arrive within 24 hours of her entry into this class; likewise, lost thralls and believers are replaced within 24 hours.</p><p>Use the following table instead of the one with the Leadership feat to determine the level of a thrallherd's thrall and the number of believers of various levels a thrallherd can attract.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='9' curcol='4'>
<td><b>Leadership Score</b> <br/></td> <td><b>Thrall Level</b><br/></td>
<td colspan='6' align='center'><b>- Number of Believers by Level -</b><br/></td>

</tr>

<tr maxcol='9' curcol='9'>
<td/>
<td/>
<td><b>1st</b><br/></td>
<td><b>2nd</b><br/></td>
<td><b>3rd</b><br/></td>
<td><b>4th</b><br/></td>
<td><b>5th</b><br/></td>
<td><b>6th</b><br/></td>

</tr>

<tr maxcol='9' curcol='9'>
<td>1 or lower<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>2<br/></td>
<td>1st<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>3<br/></td>
<td>2nd<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>4<br/></td>
<td>3rd<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>5<br/></td>
<td>3rd<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>6<br/></td>
<td>4th<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>7<br/></td>
<td>5th<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>8<br/></td>
<td>5th<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>9<br/></td>
<td>6th<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>10<br/></td>
<td>7th<br/></td>
<td>5<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>11<br/></td>
<td>7th<br/></td>
<td>6<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>12<br/></td>
<td>8th<br/></td>
<td>8<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>13<br/></td>
<td>9th<br/></td>
<td>10<br/></td>
<td>1<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>14<br/></td>
<td>10th<br/></td>
<td>15<br/></td>
<td>1<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>15<br/></td>
<td>10th<br/></td>
<td>20<br/></td>
<td>2<br/></td>
<td>1<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>16<br/></td>
<td>11th<br/></td>
<td>25<br/></td>
<td>2<br/></td>
<td>1<br/></td>
<td>-<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>17<br/></td>
<td>12th<br/></td>
<td>30<br/></td>
<td>3<br/></td>
<td>1<br/></td>
<td>1<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>18<br/></td>
<td>12th<br/></td>
<td>35<br/></td>
<td>3<br/></td>
<td>1<br/></td>
<td>1<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>19<br/></td>
<td>13th<br/></td>
<td>40<br/></td>
<td>4<br/></td>
<td>2<br/></td>
<td>1<br/></td>
<td>1<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>20<br/></td>
<td>14th<br/></td>
<td>50<br/></td>
<td>5<br/></td>
<td>3<br/></td>
<td>2<br/></td>
<td>1<br/></td>
<td>-<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>21<br/></td>
<td>15th<br/></td>
<td>60<br/></td>
<td>6<br/></td>
<td>3<br/></td>
<td>2<br/></td>
<td>1<br/></td>
<td>1<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>22<br/></td>
<td>15th<br/></td>
<td>75<br/></td>
<td>7<br/></td>
<td>4<br/></td>
<td>2<br/></td>
<td>2<br/></td>
<td>1<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>23<br/></td>
<td>16th<br/></td>
<td>90<br/></td>
<td>9<br/></td>
<td>5<br/></td>
<td>3<br/></td>
<td>2<br/></td>
<td>1<br/></td>

</tr>
<tr maxcol='9' curcol='9'>
<td>24<br/></td>
<td>17th<br/></td>
<td>110<br/></td>
<td>11<br/></td>
<td>6<br/></td>
<td>3<br/></td>
<td>2<br/></td>
<td>1<br/></td>

</tr>

<tr maxcol='9' curcol='9'>
<td>25 or higher<br/></td>
<td>17th<br/></td>
<td>135<br/></td>
<td>13<br/></td>
<td>7<br/></td>
<td>4<br/></td>
<td>2<br/></td>
<td>2<br/></td>

</tr>
</table><p/>
</div><div topic='Psionic Charm' level='8'><p><b>Psionic Charm (Ex):</b> At 3rd level, a thrallherd adds <i>psionic charm</i> to her powers known (if she doesn't already know it). Once per day, she can manifest <i>psionic charm</i> at a reduced power point cost. The cost of <i>psionic charm</i> is reduced by the thrallherd's level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd's manifester level.</p>
</div><div topic='Psionic Dominate' level='8'><p><b>Psionic Dominate (Ex):</b> At 5th level, a thrallherd adds <i>psionic dominate</i> to her powers known (if she doesn't already know it) Once per day, she can manifest <i>psionic dominate</i> at a reduced power point cost. The cost of <i>psionic dominate</i> is reduced by the thrallherd's level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd's manifester level.</p>
</div><div topic='Greater Dominate' level='8'><p><b>Greater Dominate (Ex):</b> At 7th level and higher, a thrallherd does not have to pay 2 additional power points when she augments <i>psionic dominate</i> to affect animals, fey, giants, magical beasts, and monstrous humanoids. This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.</p>
</div><div topic='Superior Dominate' level='8'><p><b>Superior Dominate (Ex):</b> At 9th level, a thrallherd does not have to pay 4 additional power points when she augments <i>psionic dominate</i> to affect aberrations, dragons, elementals, and outsiders (in addition to the creature types mentioned in the greater dominate ability). This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.</p>
</div><div topic='Twofold Master' level='8'><p><b>Twofold Master (Ex):</b> At 10th level, a thrallherd can add a second thrall to her herd. This second thrall's maximum level is equal to the thrallherd's level minus 2, even if her Leadership score would indicate a higher-level thrall.</p><p/>
</div>
</div>
</div>
    


name: War Mind
type: prestige, psionic
alignment: neutral good, neutral, neutral evil, lawful good, lawful neutral, lawful evil
hit_die: d10
class_skills: Auto hypnosis, Concentration, Intimidate, Knowledge (history), Knowledge (psionics), Psicraft
skill_points: 2
skill_points_ability: Int
spell_stat: None
proficiencies: War minds gain no proficiency with any weapon or armor.
spell_type: Psionic
epic_feat_base_level: None
epic_feat_interval: None
epic_feat_list: None
epic_full_text: None
req_race: None
req_weapon_proficiency: None
req_base_attack_bonus: +3
req_skill: Knowledge (history) 2 ranks, Knowledge (psionics) 8 ranks
req_feat: None
req_spells: None
req_languages: None
req_psionics: Must have a power point reserve of at least 1 power point
req_epic_feat: None
req_special: Must have had some instruction by another war mind
spell_list_1: None
spell_list_2: None
spell_list_3: None
spell_list_4: None
spell_list_5: None
reference: SRD 3.5 PsionicClasses
full_text:
      <div topic='War Mind' level='3'><p><h3>War Mind</h3></p><div topic='Hit Die' level='8'><p><b>Hit Die:</b> d10.</p><p/>
</div><div topic='Requirements' level='5'><p><h5><b>Requirements</b></h5></p><p>To qualify to become a war mind, a character must fulfill all the following criteria.</p><div topic='Alignment' level='8'><p><b>Alignment:</b> Any nonchaotic.</p>
</div><div topic='Base Attack Bonus' level='8'><p><b>Base Attack Bonus:</b> +3.</p>
</div><div topic='Skills' level='8'><p><b>Skills:</b> Knowledge (history) 2 ranks, Knowledge (psionics) 8 ranks.</p>
</div><div topic='Psionics' level='8'><p><b>Psionics:</b> Must have a power point reserve of at least 1 power point.</p>
</div><div topic='Special' level='8'><p><b>Special:</b> Must have had some instruction by another war mind.</p><p/>
</div>
</div><div topic='Class Skills' level='5'><p><h5><b>Class Skills</b></h5></p><p>The war mind's class skills (and the key ability for each skill) are Auto hypnosis (Wis), Concentration (Con), Intimidate (Cha), Knowledge (history) (Int), Knowledge (psionics) (Int), and Psicraft (Int).</p><div topic='Skill Points at Each Level' level='8'><p><b>Skill Points at Each Level:</b> 2 + Int modifier.</p><p/><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='10' curcol='2'>
<td colspan='9'><b>Table: The War Mind</b><br/></td> 
</tr>

<tr maxcol='10' curcol='10'>
<td><b>Level</b><br/></td>
<td><b>Base Attack Bonus</b><br/></td>
<td><b>Fort Save</b><br/></td>
<td><b>Ref Save</b><br/></td>
<td><b>Will Save</b><br/></td>
<td><b>Special</b><br/></td>
<td><b>Power Points/Day</b><br/></td>
<td><b>Powers Known</b><br/></td>
<td><b>Maximum Power Level Known</b><br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td>1st<br/></td>
<td>+1<br/></td>
<td>+2<br/></td>
<td>+2<br/></td>
<td>+0<br/></td>
<td>Chain of personal superiority +2<br/></td>
<td>2<br/></td>
<td>1<br/></td>
<td>1st<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>2nd<br/></td>
<td>+2<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+0<br/></td>
<td>Chain of defensive posture +2<br/></td>
<td>5<br/></td>
<td>2<br/></td>
<td>1st<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>3rd<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+3<br/></td>
<td>+1<br/></td>
<td>Enduring body (DR 1/-)<br/></td>
<td>9<br/></td>
<td>2<br/></td>
<td>1st<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>4th<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>-<br/></td>
<td>14<br/></td>
<td>3<br/></td>
<td>2nd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>5th<br/></td>
<td>+5<br/></td>
<td>+4<br/></td>
<td>+4<br/></td>
<td>+1<br/></td>
<td>Sweeping strike<br/></td>
<td>20<br/></td>
<td>3<br/></td>
<td>2nd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>6th<br/></td>
<td>+6<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>Enduring body (DR 2/-)<br/></td>
<td>28<br/></td>
<td>4<br/></td>
<td>3rd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>7th<br/></td>
<td>+7<br/></td>
<td>+5<br/></td>
<td>+5<br/></td>
<td>+2<br/></td>
<td>Chain of personal superiority +4<br/></td>
<td>37<br/></td>
<td>4<br/></td>
<td>3rd<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>8th<br/></td>
<td>+8<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+2<br/></td>
<td>Chain of defensive posture +4<br/></td>
<td>47<br/></td>
<td>5<br/></td>
<td>4th<br/></td>

</tr>
<tr maxcol='10' curcol='10'>
<td>9th<br/></td>
<td>+9<br/></td>
<td>+6<br/></td>
<td>+6<br/></td>
<td>+3<br/></td>
<td>Enduring body (DR 3/-)<br/></td>
<td>58<br/></td>
<td>5<br/></td>
<td>4th<br/></td>

</tr>

<tr maxcol='10' curcol='10'>
<td>10th<br/></td>
<td>+10<br/></td>
<td>+7<br/></td>
<td>+7<br/></td>
<td>+3<br/></td>
<td>Chain of overwhelming force<br/></td>
<td>70<br/></td>
<td>6<br/></td>
<td>5th<br/></td>

</tr>
</table><p/>
</div>
</div><div topic='Class Features' level='5'><p><h5><b>Class Features</b></h5></p><p>All the following are class features of the war mind prestige class.</p><div topic='Weapon and Armor Proficiency' level='8'><p><b>Weapon and Armor Proficiency:</b> War minds gain no proficiency with any weapon or armor.</p>
</div><div topic='Power Points/Day' level='8'><p><b>Power Points/Day:</b> A war mind can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The War Mind. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items. If a war mind has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.</p>
</div><div topic='Powers Known' level='8'><p><b>Powers Known:</b> A war mind chooses his powers from the psychic warrior power list. At 1st level, a war mind knows one psychic warrior power of your choice. At every even-numbered level higher than 1st, he learns one new power. A war mind can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a war mind can manifest per day is limited only by his daily power points.</p><p>A war mind simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.</p><p>The Difficulty Class for saving throws against war mind powers is 10 + the power's level + the war mind's Wisdom modifier.</p>
</div><div topic='Maximum Power Level Known' level='8'><p><b>Maximum Power Level Known:</b> A war mind gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each even-numbered level beyond 2nd, a war mind gains the ability to master more complex powers.</p><p>To learn or manifest a power, a war mind must have a Wisdom score of at least 10 + the power's level.</p>
</div><div topic='Chain of Personal Superiority' level='8'><p><b>Chain of Personal Superiority (Ex):</b> At 1st level, a war mind learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 7th level, the insight bonus to Strength and Constitution improves to +4.</p>
</div><div topic='Chain of Defensive Posture' level='8'><p><b>Chain of Defensive Posture (Ex):</b> At 2nd level, a war mind learns the second principle of warfare for the individual combatant: the ability to avoid the enemy's counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 8th level, the insight bonus to Armor Class improves to +4.</p>
</div><div topic='Enduring Body' level='8'><p><b>Enduring Body (Ex):</b> At 3rd level, a war mind learns the third principle of warfare for the individual combatant: to unleash in oneself the spirit of the enduring body. The spirit of the ideal body transforms a war mind, granting him damage reduction 1/-. At 6th level, his damage reduction improves to 2/-. At 9th level, his damage reduction improves to 3/-.</p>
</div><div topic='Sweeping Strike' level='8'><p><b>Sweeping Strike (Ex):</b> At 5th level, a war mind gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.</p><p>A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.</p>
</div><div topic='Chain of Overwhelming Force' level='8'><p><b>Chain of Overwhelming Force (Su):</b> At 10th level, a war mind learns the fourth principle of warfare for the individual combatant: to discover the underlying violence of the world and deliver it in a perfectly executed attack.</p><p>The war mind taps into this underlying energy and apply it to a single attack, dealing an extra 10d6 points of damage. A war mind can use this power once per day. Activating this power is a free action. If the attack misses, the power is wasted.</p><p/>
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